View Poll Results: Which do you prefer? | |||
Character-relative movement | 5 | 33.33% | |
Camera-relative movement | 9 | 60.00% | |
No preference | 1 | 6.67% | |
Voters: 15. You may not vote on this poll |
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09-09-2006, 12:56 AM | #21 | |
Dungeon Master
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09-09-2006, 09:24 AM | #22 | |
Hopeful skeptic
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I have no scientific support for this, but I'm convinced that it's because our fingers are hardwired differently to our brains than our thumbs are. The gamepad uses the (opposable) thumb, whereas keyboards obviously use the other digits (for directions). The same is essentially true of joystick throttles, which, while used with the whole hand, is dominated by thumb control. So then moving up becomes down, etc. |
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09-11-2006, 04:18 PM | #23 | |
OB
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I remember the older Resident Evil games always got Hell for sticking with character relative controls. The first RE game to switch to camera relative was the N64 version of RE2. However, when the screen changed, pressing left made the player go right and vice versa until you released the analog stick which forced the player to reset itself. A nice example of well done camera relative would be Eternal Darkness on Gamecube. Broken Sword 3 was good, too if you used a gamepad.
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09-11-2006, 05:04 PM | #24 |
woof
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What the...what the hell!? Ive typed out a reply to this thread like 5 times and kepts forgeting to submit it! I'm sure I did it the last time though! AGH
anyway, I picked Character relative although if the game is top down them screen relative is better.
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09-11-2006, 08:06 PM | #25 | |
merely human
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You're right! For some reason I spazzed. I meant to say Splinter Cell, not PoP: SoT. SC is definitely character-centric, and that's one of the things I liked about it.
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09-11-2006, 08:44 PM | #26 | |
delusions of adequacy
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09-11-2006, 09:43 PM | #27 |
merely human
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Okay, I'm confused. I thought character relative meant that the character (in this case Sam Fisher) was always the point of reference. But then you claim that the movement is relative to the camera. The way I play it my eyes are focused on Sam at all times, not where the camera should say he is. In others words, the camera isn't some disembodied thing, it orbits around Sam and nothing else, it never leaves him. Thus wouldn't that mean that the view is character relative?
Would you mind giving me an example of character relative and of camera relative? I want links to gameplay movies.
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09-11-2006, 11:15 PM | #28 | ||
gin soaked boy
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09-11-2006, 11:39 PM | #29 | |
delusions of adequacy
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Have you ever played the original Alone in the Dark? There are other games that offer both options in the controls menu, my earliest introduction to character relative movement was the very first AITD, all those years ago. Consider playing it to get an idea, I'm sure its on some abandonware site weighing in around 3 or 4 megabytes?... AITD like many subsequent horror/action games uses fixed camera perspectives throughout levels... as you get to a certain location the camera would switch to another 'scary' angle. This just makes the distinction between control schemes easier to understand. In the XBOX version of Splinter Cell (I have never played it on my PC), while you could rotate the camera around Sam, who stayed in the middle of the screen- if you where looking at his left profile and wanted Sam to walk forward, you had to press the movement stick to the left... this is camera relative). lets pretend A S D W are your keyboard movement keys. Like in most shooters, left, back, right, forward respectively. Imagine the game starts with you behind (I think his name was Carnby?) the character and there's a window in the background (in front of you, and in front of your character). Spacially, you want to move forward to reach the window, so you press W. As you get closer to the window the camera changes to a new, dramatic angle. One in which you can see yourself approaching the window from the side (you're no longer behind Carnby, but looking at his left profile). Stop Moving. Camera Relative - You want to move toward the window still so what do you do? You would have to press A - LEFT because relative to the camera your objective is now LEFT. Character Relative - You want to move toward the window still so what do you do? You would have to press W - Forward, because regardless of the camera angle the window is still forward, relative to your character. Last edited by Crunchy in milk; 09-11-2006 at 11:46 PM. |
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09-13-2006, 04:38 PM | #30 |
Staff Member
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What I can't stand about character relative are things like GF or survival horror games where you esentially have to turn on the spot. Camera relative works much better with analogue controls, but with a keyboard, I'm not so sure.
It's easy to tell though, when something isn't working. Good controls make you forget they're even there.
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