[QUOTE=doommarine23;21582031]I wish legs were more common in games, they really make me feel like I'm there, atleast do animations. FC2 was an all animation game, everything you did had an animations. BC2 there is no animation for planting or defusing, it's not a big deal but I feel that subtracts from the realism and reality of the game.
Another way is to render the playermodel such as Dark Messiah did, your whole body is rendered besides the head which is you the camera.[/QUOTE]
I really liked how FC2 had almost everything in game. Although the map was "magic" when you get it out and you want to read it then you look down at it. That's how it should be in my opinion. Ironically FC2 doesn't have legs except for when you're in a car. I think it's under rated for immersion. It has only the interfaces and metagaming it requires to work and makes you feel like you're actually controlling a person not a camera with a gun.
Also I think that first person view should be treated like third person with the camera attatched to the head. Separating the two just feels artificial.
Technically it does have legs, they're hidden out of site along with your whole body, the game was never finished and thus I assume they were never fully animated.
I agree basically with the third/first person view as I said this is how ARMA/FPS GTA4 mod does it.
Oh weird I didn't realise
ARMA 2 with Track IR is the most realistic first person perspective to date.
I'd actually go with Mirror's Edge in terms of camera, it has a wider FoV (human eye's aperture is about 50-55mm) and it acts pretty realistically upon movement.
escape from butcher bay and assault on dark athena.
FYI, OP is probably doing research for his game, a halo-COD mix.
[url]http://www.facepunch.com/showthread.php?t=929487[/url]
[QUOTE=PLing;21582848]I'd actually go with Mirror's Edge in terms of camera, it has a wider FoV (human eye's aperture is about 50-55mm) and it acts pretty realistically upon movement.[/QUOTE]
^
Agreed. Mirrors Edge blew my mind when it was released, still does; in fact, nothing really surpasses it's camera so far or am I mistaken?
Jurassic Park Trespasser
[IMG]http://bigpichost.com/files/trespass_790scre_ef9jnclh.jpg[/IMG]
:smug:
But seriously, a full realistic game would be hard as hell to play (not gameplay, just that it would be so annoying to play it). And you have to think that while you're sitting on the PC (or console), you blink too, you see those curvature on the side of your vision as well.
If you really want to make those effects bigger, go to an IMAX, hook your PC to the projector and play it on the big screen (before you guys start yelling at me, I know that this is not really possible).
[QUOTE=rosthouse;21583348]Jurassic Park Trespasser
:smug:
But seriously, a full realistic game would be hard as hell to play (not gameplay, just that it would be so annoying to play it). And you have to think that while you're sitting on the PC (or console), you blink too, you see those curvature on the side of your vision as well.
If you really want to make those effects bigger, go to an IMAX, hook your PC to the projector and play it on the big screen (before you guys start yelling at me, I know that this is not really possible).[/QUOTE]
Exactly what I was thinking :v:
This would probably only work if you played a normal FPS game on a concave screen that goes in front of your eyes. But that would kind of fuck them up after a while.
Metro 2033 Has awesome view with the gasmasks and shit :v:
When the filter gets bad it gets all blurry and stuff, It's pretty awesome.
I'd say mirror's edge. All that blinking/eyelashes stuff you mentioned in bullshit. Mirrors edge replicate inertia and momentum very well.
Arma2.
Ive never found a game that holds the guns in a first person perspective properly.
A good example is COD it looks like there holding them against their stomache and the guns are never far foward enough.
[QUOTE=rosthouse;21583348]Jurassic Park Trespasser
[IMG]http://bigpichost.com/files/trespass_790scre_ef9jnclh.jpg[/IMG][/QUOTE]
Bashing a raptor with a stick is very Real..Having your hand turn in Horrible postitions is also correct.
Try Breakdown.
You do backflips without breaking first person view and shit dude.
Metro 2033 did a good job
Far cry 2 had some pretty awesome animations, i liked how you could interact with the world with your arms and not just have the door open magically or wheels turn without you moving them etc.
I like how this thread started as a "You're a TROLL!" spam, and then turned into a decent discussion.
For every time you get shot in Modern warfare 2 i will shot you in the leg in real life.
[editline]04:07PM[/editline]
how's about that for realism.
I'm late, but yeah Mirror's Edge camera was fucking awesome.
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[QUOTE=Aurain;21583861]Arma2.[/QUOTE]
That too.
[editline]04:50PM[/editline]
[QUOTE=Albatross;21587604]I like how this thread started as a "You're a TROLL!" spam, and then turned into a decent discussion.[/QUOTE]
Yep, it usually is the opposite.
They need to make something like euphoria but in first person to have "dynamic" animations.
Movement and the way stuff work can really immerse you in the game, sadly with current keyboard and mouse we can't have enough dynamic motion.
Virtual reality might work, but that's too futuristic.
Thinking about virtual reality in mirrors edge feels weird - I'm clumsy and hate heights. I'd probably balance on a pipe and then fall down and scream and have a heart attack.
[QUOTE=PLing;21582848]I'd actually go with Mirror's Edge in terms of camera, it has a wider FoV (human eye's aperture is about 50-55mm) and it acts pretty realistically upon movement.[/QUOTE]
I read somewhere that the DICE spent a lot of time on perfecting the camera movement and the sounds in Mirror's Edge. Basically, every footstep is synced up with the camera and so are the sounds. When Faith picks up speed the camera bobs faster, the movement feels heavier and the breath rate increases, this is all done to immerse the player. They found during initial playtesting sessions that the players weren't really getting immersed so they read up on how our brains orientate themselves. They basically made it so that your brain was tricked into somewhat believing that the avatar of Faith in Mirror's Edge was an extension of your own body. It's not something you notice consciously, but it does help with immersing the player.
[QUOTE=FlyingDog;21590440]I read somewhere that the DICE spent a lot of time on perfecting the camera movement and the sounds in Mirror's Edge. Basically, every footstep is synced up with the camera and so are the sounds. When Faith picks up speed the camera bobs faster, the movement feels heavier and the breath rate increases, this is all done to immerse the player. They found during initial playtesting sessions that the players weren't really getting immersed so they read up on how our brains orientate themselves. They basically made it so that your brain was tricked into somewhat believing that the avatar of Faith in Mirror's Edge was an extension of your own body. It's not something you notice consciously, but it does help with immersing the player.[/QUOTE]
Explains why during really tense sequences in Mirror's Edge I end up ducking and sitting up along with Faith's crouches/jumps.
[QUOTE=FlyingDog;21590440]I read somewhere that the DICE spent a lot of time on perfecting the camera movement and the sounds in Mirror's Edge. Basically, every footstep is synced up with the camera and so are the sounds. When Faith picks up speed the camera bobs faster, the movement feels heavier and the breath rate increases, this is all done to immerse the player. They found during initial playtesting sessions that the players weren't really getting immersed so they read up on how our brains orientate themselves. They basically made it so that your brain was tricked into somewhat believing that the avatar of Faith in Mirror's Edge was an extension of your own body. It's not something you notice consciously, but it does help with immersing the player.[/QUOTE]
This is one of the reasons why Mirror's Edge was a good game.
Wide field of views. Narrow FOV is for cameras. Wide is what you see. Arma/OFP is probably the most realistic first person body I've seen. As was said you can turn your head independently, which is faster than turning the whole body but both still have limits. And it all collides realistically with the simulated world.
More games need to make you feel like you control a live human instead of floating camera.
First of all, I want to say that the screen should not give you the pictures the in-game eyes take. Rather should it add all the effects you don't produce yourself. So, head bobbing when walking.
If there are weapons, they should (under no circumstances) look like they're tied to the screen. That sucks. They rather should look like your playermodel is holding them. And according to your strength and everything, you shouldn't be able to turn it 180 degrees in 0.01 seconds.
I think the field of view should be realistic (not over 60), according to your screen size. Also, the view should not always be on the same height, more on the actual height of your playermodel's head. You should be able to see your feet. If you look downwards, the head should move a bit forward, so you don't look through your neck.
I think Dark Messiah does this pretty well already.
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