» Sun Nov 29, 2015 4:45 pm
No video game head/camera movement will be like how human vision works. When you're moving normally, you're in a controlled cycle of lifting up and falling, while your vision is typically focused on something in the distance. So as your head moves around, your neck muscles and eyes automatically work to keep you focused on that relatively distant point, which reduces the perceived "bobbing". But even though it's reduced, it is also not a smooth glide as previous titles would have it.
The thing is, head-bobbing is there to simulate the tactile sensation of walking/running. Unless you're purposely and carefully walking with the intent of reducing the impact (which typically means you're moving slower and focusing on it), your body will feel the shock of your feet hitting and pushing away from the ground, and your neck and eyes will move to keep you focused on what you're looking at. You will feel the changing effects of gravity throughout a walk/run run cycle in real-life, but video games can't directly provide all that, and when it's missing it can feel odd (i.e. the sensation of floating or gliding for movement). Head-bobbing is a stylistic choice that attempts to convey those missing sensations.
That said, it's of course it's an entirely reasonable complaint that some people may get motion sickness from it while others don't. Just as some people get motion sickness with a low FOV while others don't. An option to cater to the player's needs or wishes won't hurt.