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Just a quick question to help me resolve a silly a debate.
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I really could care less.
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#3: I don't care either way.
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I'm the one who said preferred head bounce, but that's only because the two options were brought out for comparison as a general preference. However, do I notice either way after about 30 seconds? No. Every game's got its own feel for the controls, and that's a tiny part of it.
[ 02-17-2006, 07:47 PM: Message edited by: Lucern ] |
I don't prefer the Doom "skating" feeling, but will deal with it. [img]smile.gif[/img]
BTW, I am a HUGE Fan of the Thief Series! I played nearly every single Custom Mod (and man, let me tell you, some are BETTER than the game missions!) Its #3 on my all time favorites list. |
I know that head bobs really added to the feel of Metroid Prime...so, I'm for it.
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desn't really matter to me
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A little head-bobbing never hurt anyone, but too much and it can become hard to aim.
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I voted don't care, but really, depends on the game. If you're in something that's fast paced and hectic, I don't mind. But in something like a Thief or Rainbow Six, where you're dealing with precision and top notch professionals, head bob would become really annoying really fast.
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I like to have the option of both, but will generally prefer simulated head movement.
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People still play FPS's? ???
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<font color=8fbc8f>Highly debateable poll.
If you want realism, you want head movement and bounce. If your just a stick burner, bandwidth abuser, then you probably have no idea what realism is. Therefore, you don't want it, or don't care, because you'd turn it off anyway. My knowledge of FPS is they have failed you, but you spent lots of money to be the best. However, I got all of 'em bundled with different hardware components. However as a trainer, I have access to a multi-million-dollar virtual trainer that "Makes" you understand realism. For once you go bonzoo and defy the rules, you must write your own obituary. </font> |
I prefer no head bob, because it makes the game feel sluggish and hard to control (thief3, though it isn't necessarily so, it feels that way). However, I don't like games in which there is no weapon bob, so you feel like you're flying over the country. Oblivion did that when you had your weapon sheathed. The best game I played bob-wise was Jedi Knight II.
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I really don't care about it! [img]smile.gif[/img]
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I guess this means that the Polls forum got merged with GD then? I kinda forgot about this thread.
In retrospect, i coulda added a forth option in there to the effect of "depends solely on the type of game". The first-person perspective is used across multiple genres that have vastly different playing styles (and speeds). Whilst head-bob may work well in some genres, it may not work at all in others. It also largely depends on how the devs implement head-bob in their game. Some do it better than others, and two games of the same genre may have a completely different feel resulting from how the devs go about it. Back to work, more later. |
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Have you been smoking the good ore, Felix? :D Or is it just me? Either way, that just went over straight over my head. Quote:
As far as i can tell, simulated head movement is included in first person perspective games to add a sense of realism. Realism, as in the player's head (and vision) would really be bouncing all over the place if they're actually doing what their character does in the game. Here's where i disagree. In reality, nobody's vision actually dances around nearly as much as an eighties model steadycam. In fact, thanks to whatever part of our brains that processes visual data, nobody's vision should dance around at all. (there are obvious physical and mental states that provide exception, however. [img]graemlins/fight.gif[/img] [img]graemlins/1drunk.gif[/img] :D ) In reality, our focus of vision remains smooth and steady most of the time. So isn't the head bobbing actually unrealistic? Trying to focus your attention to constantly shifting visuals when, in reality, our sight ignores head movement doesn't seem to make sense to me. It just seems to add an element of difficulty (albeit minor) that otherwise isn't present. Realism, to me, is achieved through immersion. The closer the visuals are to what my eyes see normally, the easier it becomes to immerse. |
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