Recording some video from
Sunset intended to be submitted to a film festival made me realize how awkward a game looks when controlled in the conventional fashion.
Sunset uses the WASD-mouselook convention for navigation. And while that feels alright to play, like moving a sort of cursor through a 3D space, it's damn horrible to look at. The camera jerks all over the place, there's no aesthetic logic in the motions, many movements happen sort of by accident, or as a result of moving the gaze from one point to another. It's awkward and terrible and really makes the 3D world look much worse that it actually is.
Third person controls tend to feature a much better camera. And even if the consistency of the screen composition is kind of boring, the constant gaze on the avatar also gives something to hold on too, aesthetically. The problem here arises with the animation of the avatar. Combing the motions of its body with the control that the player has over it again results in awkward movement. Not of the camera this time but of the body. So by controlling the avatar you make it look less natural.
Second person navigation, as in point and click to tell an avatar where to go, can solve the camera problem completely by allowing cuts, if possibly adding some disorientation. But it doesn't solve the awkwardness of avatar motion entirely. The player can still make the avatar do stupid things like walk into a wall. And the algorithms that take care of collisions, avoidance and relating to the rest of the world never look quite natural.
I would like to figure out a way of playing with a character in a space that removes the awkwardness.
- We may need to give up the notion of direct control, of camera or avatar, and to consider the character as another person. This might harm the feeling of presence, though. But maybe there's ways to compensate for that.
- We can't rely on the computer controlling the character because that always looks awkward. So all animation needs to be baked. Unless the character
is controlled by a computer in the fiction (or
is awkward, or cartoony perhaps). Which I consider a serious candidate but it does limit the stories we can tell.
- Maybe we should abandon the always-on realtime nature of the medium. A pause functionality might alleviate lots. Just stop the animation before the character starts doing something awkward. And ponder the still screen before continuing.
Any other ideas? Or examples?