Animation Discussion

Post » Wed Mar 30, 2011 3:50 am

This.

And I already started a great graphics thread a while back. Graphics came out on top as a crucial, defining factor in the overall experience within video games.

http://www.gamesas.com/index.php?/topic/1162409-do-graphics-matter/


That's a biased poll. If you would have asked "Does gameplay matter?" as well, it would have shown similar results.
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Dean Brown
 
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Post » Wed Mar 30, 2011 3:32 am

That's a biased poll. If you would have asked "Does gameplay matter?" as well, it would have shown similar results.


It wasn't biased at all. They either do, or they don't. Game play is not the same as graphics. They are separate development processes, and governed by completely separate development teams.

And that's why we discussed it at length as well. :)
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Laura Ellaby
 
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Post » Wed Mar 30, 2011 9:19 am

It wasn't biased at all. They either do, or they don't. Game play is not the same as graphics. They are separate development processes, and governed by completely separate development teams.

And that's why we discussed it at length as well. :)

I think it's biased.

Graphics do matter. anyone saying they don't is being silly. I am not playing skyrim if it comes as txt. really 60$ on a open ended sandbox novel? It's an absurd thought to have a video game without graphics. I can't even really picture it.
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Bethany Short
 
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Post » Wed Mar 30, 2011 10:15 am

lots of stuff


For the most part the animations look at least passable, and I think plenty of them look good. I didn't really notice the nitpicks until you pointed some out, and even then the dragon's stiff legs don't concern me overmuch.

For the record, though, EVERY first-person game has equipment held at ridiculously awkward angles. When you fire a rifle from the hip you don't even see the damn thing at all. You certainly don't awkwardly crook your elbow and hold it to your chest when you're aiming a pistol, either. Nor do you hold a sword up in front of your face, or enter a fighting stance with your hands visible to you (since that would mean leaving your head completely unprotected). The comparison to Bioshock is dubious. Did you even play it? The crooked way Jack holds up his hand for the http://www.youtube.com/watch?v=A5POpUhxgvo is pretty much exactly the same as the idle pose for the fire spell in that two thirds of a second of footage that you're complaining about.
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Janine Rose
 
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Post » Wed Mar 30, 2011 3:44 am

Hi all,

With a newly redesigned engine, we should be expecting Bethesda's animators to be ahead of the game, developing open-world RPGs for as long as they all have. Instead, I've noticed very similar flaws in the Skyrim footage we've seen. Have a look at IGN's Rewind Theater when they ran through the official Skyrim trailer a little while back - almost all the qualms I have with the current state of Skyrim's animations are there. Or, if you want to skip all the pvssyr, just have a closer look at the official trailer, and really pay attention to the animations. http://www.ign.com/videos/2011/02/24/skyrim-rewind-theater?objectid=14267318

You'll notice several awkward motions in 3rd person combat when they actually pick the framerate apart, rewind it, or slow it down in general. One example I find always bothering me is when the character is seen from his side, slashing an enemy with his sword whilst doing a spin move. @7:50 minutes into the Rewind Theater video I have linked, they slow it down quite nicely so you are able to see each phase of the animation. In almost every frame that it is paused during this spin move, the main character's limbs are bent far beyond natural possibility, his shoulders remain stiff, and his lower neck to the point of his shoulder blades is somehow pushed forward as though it's a separate joint. This is not the way humans move. It appears as though the animators are still creating strange Oblivion-style movements within this new engine.


Actually, he is well within the realm of that a human can bend, I'm not sure how that could even be close to unrealistic human flexibility. The only thing in that entire video that looked truly off was the fact that the swords weren't contacting the enemy.

Fighting the frost troll @6:34-ish, the idle left hand with the flame spell is very lifeless, stiff and awkwardly configured. This very same thing is shown in the newly-leaked 5 second clip of the demo that was shown to the press. The fire itself inside the hand is dynamic, and yet your hands are displayed at the most unusual angles and in the most uncomfortable of positions while a ball of fire is wreathed inside your palm. If they are going for that Bioshock-esque feel for spells like it was done with plasmids, they should at least create more variation in terms of idle animations. No one runs around with both their hands and arms folded up near their chest, facing each other, in such a sterile way. People are not made of clay. For a great test of this to see what I mean, place both your hands near your chest in the way you see in the screenshots, and experience how truly uncomfortable and bizarre it feels to behave in such a way. It sounds funny, but to really critique what we're seeing, we need to let go of all our hype for a moment to really understand what's on screen. The game may look gorgeous, and we're overwhelmingly anxious to play it, but I think a lot of us aren't criticizing it or comparing it apples to apples like we should be. Bethesda is boasting about their new Creating Engine.. but to me, it still looks eerily close to Oblivion in terms of mechanics.


The hand isn't idle at all. As seen in the gameplay video show, the fire is quite alive in the hand and the hand moves, far from lifeless. Raise your hand to a similar angle like you have a spell at the ready, it looks the same (at least my hand makes the exact same shape as the hand with the spell in it). Also, the hands aren't up to his chest and hands face each other when your holding things in them, that's how hands work. Also, it's nowhere near close to Oblivion in any way.

Another great example, @6:40 or so, the scene where your character slices an unsuspecting person's throat from behind. Pay close attention to the stale movements the character demonstrates very quickly while standing up. It's too rigid of a movement, and doesn't flow properly like a human being would demonstrate. When they slow it down, you can see the individual phases once again, which make it appear smoother, but at full speed it looks incredibly awkward and unnatural. Not to mention the completely oblivious and dumbfounded bystanders that are in the room with you when you do this, which the narrators joke about. (Oblivious Oblivion AI, anyone?)


His movement is smooth and fluid. He had just come up from sneaking and went in for a throat slit. It was a smooth motion and the target even was leaned as he it was grabbed and pulled over so that the player could get a good cutting angle. The bystanders will certainly react after his throat is slit but there is no reason for them to react when nothing had happened yet and we don't see beyond the throat slit (in fact we don't even see the throat slit)

@7:38, you see a staff shooting a ball of light down a corridor in a cave. While we're all meant to look at the lighting effects displayed on the walls, we're being distracted from the incredibly awkward manner you are holding the staff itself. Try holding an object like that, a broom for instance, and realize how strange it is to hold and thrust things the way it is shown in 1st person during the video. It's as though several animations have been crafted anxiously without the aid or assistance with motion capture or real life reference.


What was wrong with the way your holding the staff? Staves aren't large as a broom anymore, they are more like the size of a scepter and that's how you would hold a hand staff. Also, he thrust it like he was stabbing, obviously to fire the light spell out of it. All these animations so far have been realistic and can be replicated in life without discomfort.

@8:03, your character draws his sword. Pay attention to how robotic the animation looks, and where he holds his sword as if he was hip-firing an AK47 in Counter-Strike. Watch his left arm move into position in a defense stance as if it were made of cement. This is simply poor animation, and quite honestly, I know people who after a year or so in school learning animation techniques that were able to develop more fluid, natural movements in a digital environment.


He took up a defensive stance. This is a typical sword stance. If you don't believe me, there are plenty of movies where this stance is used by people. It is meant to have your right had out front ready for a counter attack and the sword in the back, preparing for a strike when needed.

@8:25, the finishing move is shown when you grab onto a bandit's shoulder and thrust your sword into his stomach. Again, incredibly awkward. Position your own arms into the last frame when the sword is thrusted and the narrators pause to talk about the scene. It is one of the most uncomfortable arm positions I've seen.


How is that an uncomfortable arm position? That's the natural armor position in every way, I think you need to go over these again.

But, the absolute worst animation I've seen so far from the trailer, is of the dragon taking flight after he jumps off the temple @10:13. It's as though the dragon is comprised of 2 halves, one front half, one rear half, and the animator simply squeezed the 2 sections of his body together while moving his wings up and down in one of the most unnatural, painful, and abnormal attempts to animate an animal I've ever seen on screen. Now obviously dragons don't exist, so it'd be incredibly challenging to properly animate one without reference, but this is just unacceptable in my eyes. It is things like this, that now after all their latest releases displaying poor game mechanics, I will no longer be able to ignore.


I'll give you that one at the end, it looked awkward but the dragon in the rest of the trailer was exceptional.

These are just some of the things I've noticed, as I'm sure once you all take a closer look at things and really start to criticize what's happening on-screen instead of drooling, you'll appreciate what I'm saying.

What do you all think? Am I over-anolyzing this, or do I make a valid point? Do you think (or hope) that Bethesda will clean up these issues before the release date, or are we just going to have to accept the fact that their animators are going to continue to plague us with mediocrity for how the game feels and operates, in hopes that the story will somehow make up for it again?


Your definitely over-anolyzing it. I think your subconsciously looking for something wrong with the animations when there is nothing wrong. I watched the IGN rewind theatre and then I continued to replay the version I have on my computer as well. I even switched to my actual PC monitor instead of the TV to look closer. All the animations and the model body part positioning are what they should be in real life. The only thing that was off was the gap between where the guy that did the spin was a little wide but that is mostly a very rare occurrence and it happens in every game sometimes and then the dragon at the very end looked awkward.

In the end, even if the animations were bad or awkward (which all of them are realistic and fluid but the dragon at the end), it doesn't matter because even if they had been awkward in slow motion, that doesn't matter because real time is what matters. So if they look great in real time, what does it matter if you put it in slow mo (which nothing was wrong with them in slow motion either). I think it just comes down to wanting to find something wrong with them when there isn't. Not that I'm saying your doing it on purpose, it's just subconsciously.
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Joanne
 
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Post » Wed Mar 30, 2011 12:09 pm

Can someone explain to me what's wrong with the dragon at the end?
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Crystal Clear
 
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Post » Tue Mar 29, 2011 11:34 pm

Nor do you hold a sword up in front of your face, or enter a fighting stance with your hands visible to you (since that would mean leaving your head completely unprotected).


come now, thai boxing, 101 forms of kung fu, a bunch of karate stances, most orthodox boxing stances -you can see your hands. put your fists on your temples, that's as tight as you are likely to tuck for the most part, shoulders and rolling them with slips is how a lot of cover is made. for the most part you can still see your hands and a whole lot of arm. Just go look at a UFC stand up fight. They have their hands all in front of their faces. it's best place to have them when someone else is trying to land one on your chin.... I dunno where you are wanting to be hiding your hands.
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sas
 
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Post » Wed Mar 30, 2011 5:04 am

come now, thai boxing, 101 forms of kung fu, a bunch of karate stances, most orthodox boxing stances -you can see your hands. put your fists on your temples, that's as tight as you are likely to tuck for the most part, shoulders and rolling them with slips is how a lot of cover is made. for the most part you can still see your hands and a whole lot of arm. Just go look at a UFC stand up fight. They have their hands all in front of their faces. it's best place to have them when someone else is trying to land one on your chin.... I dunno where you are wanting to be hiding your hands.


Number one rule of boxing is to keep your guard up, and that means shoulders hunched, arms held in close with fists to either side, slightly in front at temple height. They're in the periphery of your vision, certainly not directly out in front of you (a weak position to defend from).

Point is, to call out gamesas for having awkward first-person animations and ignore the fact that they're pretty much the norm is, well, dumb.
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darnell waddington
 
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Post » Wed Mar 30, 2011 9:21 am

come now, thai boxing, 101 forms of kung fu, a bunch of karate stances, most orthodox boxing stances -you can see your hands. put your fists on your temples, that's as tight as you are likely to tuck for the most part, shoulders and rolling them with slips is how a lot of cover is made. for the most part you can still see your hands and a whole lot of arm. Just go look at a UFC stand up fight. They have their hands all in front of their faces. it's best place to have them when someone else is trying to land one on your chin.... I dunno where you are wanting to be hiding your hands.


Very true. But you are speaking of unarmed combat not swordplay, The stances and tactics vary and have just as wide of a range as unarmed combat. But going toe to toe with another swordsman I wouldn't recommend this :toughninja: . He would laugh and then seperate your intestines from your body.

Props to the OP for defending his points. Personally I think most of the animations are decent and some are flawed. Game is still gonna rock regadless of our concerns (and I have a few of my own).
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Miragel Ginza
 
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Post » Wed Mar 30, 2011 1:30 am

Number one rule of boxing is to keep your guard up, and that means shoulders hunched, arms held in close with fists to either side, slightly in front at temple height. They're in the periphery of your vision, certainly not directly out in front of you (a weak position to defend from).

Point is, to call out gamesas for having awkward first-person animations and ignore the fact that they're pretty much the norm is, well, dumb.

Well no. MOST boxers don't do that stance or gaurd like that.

Hell don't believe me, just type boxing in youtube. watch the first 10 videos that come up. and if there is a boxer who actually holds hands as high as on temples... I'll be surprised. most guard is a bit lower.

Send me a link to a youtube video where someone is boxing(well) and you don't think that they can see their hands. and I'll happily concede.
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Katie Louise Ingram
 
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Post » Wed Mar 30, 2011 12:14 pm

Hi all,

I just wanted to start a thread concerning the level of quality we've seen from the animations so far, and also to share a few things I've noticed with all of you that are truly worrying me at this point.

We are all aware (or at least 95% of us are/can agree) that the animations from the previous Elder Scrolls games were mediocre at best. Morrowind, even though the game itself was considered a masterpiece, was plagued with awkward animations,
Um, I wasn't aware until folks mentioned it on the boards. I was happy with them, didn't bother me at all :shrug:

snip


Something I noticed in your post, you make assumptions and speak for others. "but we're distracted by the staff's angle" or somesuch. You yes, but I wasn't.

Um, I guess some people really care, or don't care. I never noticed any of those "flaws". It's jsut not something I look for...it's completely off my radar. Apperanty it's something you're interested in...bully for you! :foodndrink:

In my OPINION.....you think/worry too much :) It's just a game..not a real life simulation :)
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Jesus Lopez
 
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Post » Wed Mar 30, 2011 1:56 pm

Well, regardless of what fighting stance you all prefer, to get back to the point, I find several of the animations (the ones I mentioned) to be flawed -- as you all know. Bethesda does not have a top notch animation team. They never have. This is still apparent in Skyrim to me. The animations are not fluid compared to extremely well-crafted animations I've seen from other (even much older) franchises. I see where you're all coming from, but I just plain out disagree with you. Humbly, of course. I am not delusional, I am just not looking at this game with such a blind eye anymore.

I've thoroughly stated my arguments here, and instead of actually looking at them skeptically, it's clearly much easier for everyone to simply tell me I'm wrong to suit their level of hype. Noticing these flaws is not getting me down. It's just disappointing, as I would have expected Beth to have learned from their mistakes and retrained their animators by now, or ditched their old techniques entirely. With a budget like Beth has, "decent" simply does not cut it this time around. The Witcher series has fluid animations. TES does not. Anatomical correctness is a huge thing for me, and I'm sorry, but I can still see the flaws I mentioned in my OP. Very clearly. Slowed down, real time, this does not matter. The limbs move far too robotic and scream of "improved" Oblivion animations. The wolf running at you in one of the clips as well, resembles to a tee what Oblivion animations were like. It's almost as though they craft their animations much faster from the start, and then come time to implement them into the game, instead of blending them, they slow them down, and in effect, we end up with strange movements and irregularities.

But yes, this is not supposed to be a reality simulator, and it is not going to make me think twice about purchasing the game. Just wanted to voice my opinion and see if any other fans would agree with me. Some did, most didn't. No problem, but I can almost guarantee that the game will receive similar criticism once released if these things I'm noticing are not ironed out. :foodndrink:
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Manuela Ribeiro Pereira
 
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Post » Wed Mar 30, 2011 4:02 am

Well no. MOST boxers don't do that stance or gaurd like that.

Hell don't believe me, just type boxing in youtube. watch the first 10 videos that come up. and if there is a boxer who actually holds hands as high as on temples... I'll be surprised. most guard is a bit lower.

Send me a link to a youtube video where someone is boxing(well) and you don't think that they can see their hands. and I'll happily concede.


http://www.youtube.com/watch?v=Y2_u9RoaS6w&feature=related

It's not that they can't see their hands, it's that their hands are not in a weird position where they have a prominent presence in their field of view. You're missing the point entirely. A better thing to focus on is the fact that when you're holding a sword you sure as hell don't walk around holding it up to your shoulder. If you had realistic first-person animations you wouldn't be able to see your weapon in any game, and showing off the weapon is always considered important. I wouldn't want to play an FPS where the cool particle effects are happening offscreen and you have to stop and look down at what you're doing to reload. Fun trumps realism and some awkward animations are a small price to pay for neat presentation.
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Laura-Jayne Lee
 
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Post » Wed Mar 30, 2011 4:54 am

A better thing to focus on is the fact that when you're holding a sword you sure as hell don't walk around holding it up to your shoulder. If you had realistic first-person animations you wouldn't be able to see your weapon in any game, and showing off the weapon is always considered important. I wouldn't want to play an FPS where the cool particle effects are happening offscreen and you have to stop and look down at what you're doing to reload. Fun trumps realism and some awkward animations are a small price to pay for neat presentation.


Very good point. I've always felt this way. But still, for me, I find Beth's first person anims to be poorly crafted, as I've said, along with several others. Some good, some bad.
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Mason Nevitt
 
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Post » Wed Mar 30, 2011 1:57 pm

Listen buddy 99% of us dont play TES for the graphics and animations. I will make a poll for you. Dont you want bethesda spending more time on coding objects and refining the story and side missions. Do you really car that much about what it looks like when you take out your sword.


Some games have amazing graphics, TES may not. Yet it makes up for it with amazing gameplay, infact the BEST gameplay!!!!! So stop complaining, stop writing rebuttles in the form of short novels, and accept the fact that uder your standards the game doesnt have great graphics. Lastly didnt you just say the gameplay wasnt that good in OB but the graphics were!?!?! and you hate Oblivion. What do you want?


Story writers are not animators. When you have as much money as Bethesda does, you do not have to pick and choose between story, gameplay, and animation. See: Uncharted 2.

So yes, we have every right to complain.
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kasia
 
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Post » Wed Mar 30, 2011 3:33 am

http://www.youtube.com/watch?v=Y2_u9RoaS6w&feature=related

It's not that they can't see their hands,it's that their hands are not in a weird position where they have a prominent presence in their field of view. You're missing the point entirely.


Well you are missing my point. You said you can't see your hands, I am just calling BS. Now you say that it's not that they can't see their hands. Please make up your mind fella.

In guard even those guys you posted are spending more time up there [ib]n front of the face[/b] and not as high as temples, even wearing the ear muffs you can see your hands. More so with 10oz gloves on, you can literally hide behind them.

A better thing to focus on is the fact that when you're holding a sword you sure as hell don't walk around holding it up to your shoulder. If you had realistic first-person animations you wouldn't be able to see your weapon in any game, and showing off the weapon is always considered important.

No dude.
if you were holding a sword in a fighting stance... what like kendo or fencing? dude, you can see your weapon in those styles. If you can't, I think you are doing it wrong.

And if you aren't looking down your gun in RL when shooting anything, you're actually the terminator. but if not, you should be seeing those weapons from your perspective too. Who really shoots from the hip except cowboys?

I am not making any comment on games realistically doing 1st person anims. regardless, swords, guns and fists, if trying to emulate RL perspective when correctly wielding those styles or weapons I mentioned, you should be seeing the weapons on all counts.
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Cody Banks
 
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Post » Wed Mar 30, 2011 4:27 am

http://www.youtube.com/watch?v=Y2_u9RoaS6w&feature=related

It's not that they can't see their hands, it's that their hands are not in a weird position where they have a prominent presence in their field of view. You're missing the point entirely. A better thing to focus on is the fact that when you're holding a sword you sure as hell don't walk around holding it up to your shoulder. If you had realistic first-person animations you wouldn't be able to see your weapon in any game, and showing off the weapon is always considered important. I wouldn't want to play an FPS where the cool particle effects are happening offscreen and you have to stop and look down at what you're doing to reload. Fun trumps realism and some awkward animations are a small price to pay for neat presentation.


I want you to stand up, hanging your arms down in a relaxed position. Now while keeping your focus directly ahead I want you to lift your hands until your forearms are perpendicular(90degrees) to your upper arm which shoukld not have left it's relaxed position. Now rotate your wrists and as long as you have full periphery (you may have vision problems) you will clearly see the movement of your hands in your lower periphery. Now twist your arms outwards so your hands move away from each other and you will experience pain before your hands leave your periphery.

Provided you have followed my instructions correctly and you have no loss of periphery you now know that the statement you made above is completely and utterly false.
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xx_Jess_xx
 
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Post » Wed Mar 30, 2011 5:43 am

:turtle:
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Trista Jim
 
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Post » Wed Mar 30, 2011 4:43 am

It's not blind faith, it's just that most of them don't really feel wrong to me. I don't care for hype, I don't need people to tell me what I like. but in MY EYES, they seem ok. I didn't say exceptionnal, but ok. and that cuts it for me
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GEo LIme
 
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Post » Wed Mar 30, 2011 7:13 am

Maybe the dragon IS two halves put together...I mean, its not a real f'ing dragon, nor is it part of a CGI movie.
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Chloé
 
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Post » Wed Mar 30, 2011 10:36 am

Didn't read the entire thread; just responding to the OP.

I'm inclined to agree. One immersion-killer for me is poor animation quality. I'm not saying it has to be perfect to keep me immersed, but the stabbing animation in Oblivion threw me out of the game every time, or the staff animation. There definitely needs to be some diversity and life in the animations anyway. Watching the same thing replay again and again while firing a staff awkwardly kills it. If it isn't fixed, I won't complain too much unless the rest of the game svcks, too.

In response to the people saying, "It's in X phase of development", true enough; they may be smoothed out. But Morrowind and Oblivion were both released with some pretty mediocre animations. I wouldn't hold your breath.
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helen buchan
 
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Post » Wed Mar 30, 2011 3:55 am

I want you to stand up, hanging your arms down in a relaxed position. Now while keeping your focus directly ahead I want you to lift your hands until your forearms are perpendicular(90degrees) to your upper arm which shoukld not have left it's relaxed position. Now rotate your wrists and as long as you have full periphery (you may have vision problems) you will clearly see the movement of your hands in your lower periphery. Now twist your arms outwards so your hands move away from each other and you will experience pain before your hands leave your periphery.

Provided you have followed my instructions correctly and you have no loss of periphery you now know that the statement you made above is completely and utterly false.


I fail to see what this has to do with the fact that if you're wielding a knife correctly it will not be held up one foot directly in front of your face, or that holding your arms below your chin in a boxing match is a very good way to get a haymaker to the temple.

Of course you can see your [censored] hands if you hold them up. The point is (and I'm sick of saying this) it's poor form and not a very good representation of using a sword or a bow or a gun or whatever in real life with some obvious exceptions, e.g. an ironsights function.
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Sharra Llenos
 
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Post » Wed Mar 30, 2011 1:14 am

I fail to see what this has to do with the fact that if you're wielding a knife correctly it will not be held up one foot directly in front of your face, or that holding your arms below your chin in a boxing match is a very good way to get a haymaker to the temple.

Of course you can see your [censored] hands if you hold them up. The point is (and I'm sick of saying this) it's poor form and not a very good representation of using a sword or a bow or a gun or whatever in real life with some obvious exceptions, e.g. an ironsights function.

The view in any game represents your entire field of vision and anything near the edge of the screen sits in your periphery. You suggesting that no weapons should ever be visible in ready state is the same as suggesting that games narrow your field of vision to not include your periphery. It's not a well thought out request.
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Danger Mouse
 
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Post » Wed Mar 30, 2011 8:17 am

I honestly don't care that much. This is one of those things where I'll take ease of gameplay over strict realism. Of course I want to see what I've got in my hands without looking down, it doesn't matter whether it's spot-on realistic or not.
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Stacey Mason
 
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