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Defending Imagination: Movement in the First Person
Aj_newfoundland_avatar
Tuesday, October 20, 2009

Last time I explored ways in which moral choices can be impactful without directly effecting gameplay. Today, I’d like to explore another way our minds can make the roles we play in games a bit more vibrant by exploring ways to interpret character movement in an FPS.

Character animation in a third person game has always been important. Indeed, it’s what makes games like Uncharted and Prince of Persia look so good. Recently, this has become more of a trend in first person games. Mirror’s Edge did a fantastic job of putting you in the shoes of a skilled traceur (that’s someone who does parkour). Games like Bethesda’s upcoming Brink look to further this trend.

But in a way, these intricate ways of moving through the environment is nothing new to me. Whenever I play a first person game, I never visualize the character just clumsily jumping over a small wall. I always envision myself expertly vaulting over it. Sure, it’s not directly spelled out for me, but in my head, my character can be doing cool and unique every time I push a button.

 

 

 

To illustrate my point, I’ll share some tales of my Khajiit thief in The Elder Scrolls IV: Oblivion. The movement in the Elder Scrolls games (and by extension, Fallout 3) is typically described as floaty and not particularly intricate. This becomes magnified when you play these games in their third person viewpoints. (By the way, if you are, you’re doing it wrong.)

One common thing I’ll do in the game with my thief is to jump across rooftops when I’m sneaking around at night. From the game’s third person perspective, I get a somewhat canned looking jump animation as my charter quasi-floats about. But from the first person, in my head my character is skillfully leaping from roof to roof stealthily and quietly thanks to my feline agility.

I’ve done this in countless other games, since the days of Quake. When I strafed to avoid a rocket, I imagined my space marine leaping out of the way for dear life. When I did the crouch jumps in the original Half Life, I saw Gordon Freeman leaping up to narrow spaces and pulling himself up.

Now what I do not mean to do here is excuse lazy developers. When such animations are properly implemented, the experience can be great. It’s most important in a game like Mirror’s Edge, where these animations are an integral part of the gameplay. But does anyone clearly remember the “first person actor” elements of Brothers in Arms: Hell’s Highway or the full body animation of your character in Dark Messiah of Might and Magic? It didn’t really serve any function in the game aside from graphical flourishes, and even then they weren’t particularly memorable. One has to wonder if that development time and effort wouldn’t have been better spent elsewhere.

 
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Comments (5)
Lance_darnell
October 19, 2009
The imagination of the gamer always creates better moments than anything a developer could do. Interesting read, but you said that Wet is an upcoming game - is it not already out?
Jayhenningsen
October 19, 2009
I appreciate the point you are trying to make, but I often find myself switching to a third person view when I can for purely utilitarian purposes. In games that have jumping elements, I often find it easier to line up difficult jumps and hit the spacebar/button at the last possible moment in third person. For games with RPG elements, I usually prefer to zoom out when possible so I am more aware of my surroundings and I am less likely to be ambushed.

I do freely admit this often takes away from my perception of being immersed in a game, but I find the benefits hard to ignore.
Aj_newfoundland_avatar
October 19, 2009
@Lance Yeah, I was thinking Brink, but typed Wet. Thanks for finding that for me. It's been corrected.
Aj_newfoundland_avatar
October 19, 2009
@Jay I guess immersion has always been more important to me. It's the reason I always stubbornly play racing games in the cockpit view even though it's waaay easier to use the chase cam.
Jayhenningsen
October 19, 2009
@ A.J. - You have a lot more self-control than I do. I find it hard to ignore something that gives me an edge over the computer or an opponent.
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