» Wed Sep 21, 2011 6:37 am
http://www.youtube.com/watch?v=z_0fnl26Z5c, using the approach where 3rd and 1st person are equal except head removed in 1st. Why does this work in Arma2, and what are the problems with this method in Skyrim?
1) Default FOV in Oblivion (and many other "fake view" games) are around 70° which is a compromise (more so for consoles than for pc's oddly enough) between natural FOV of around 30-40° (no I'm not kidding, see developers comments in http://forums.bistudio.com/showthread.php?t=114222 thread) and the wide view FOV of around 85-100° which some games use. Such games cannot portray distance realistically.
2) This fairly zoomed in FOV compared to the wide FOV means that especially for RPGs you can never have realistic looking poses where you also see your weapon. During combat, you'll see the weapon swing pass you from time to time, but without really having any idea what is going on until you switch to 3rd person. Using console commands you can set a fairly wide view, to the point where it becomes uncomfortable and ugly visible stretching, and you will still have a problem seeing your weapon using 3rd person animation (which a realistic) in 1st person. In real life we have near 170° FOV and can clearly see it, try this on a computer screen and it looks like http://i106.photobucket.com/albums/m264/headcrab53/170.jpg - plain yuck!
3) 3rd person animations shown in 1st person are plain ugly and very "choppy" because the animations are very "wide". A 1st person animation is highly condensed in space and thus look a lot smoother even during low framerates.
3) It would help if the player had a triplehead display, but who want that as a game design criteria?
4) Clipping issues was already mentioned, and I think this is a problem still in this game, although pretty much eliminated in Arma2 due engine differences.
5) If BGS wants to expand into full body awareness, Skyrim I think wouldn't be an appropriate testing platform. Maybe better for FO4 which is more suited for ranged combat?
Another Arma2 video, a bit more "in context": http://www.youtube.com/watch?v=EDyRx0KYaPE showing that it's fully possible for a game to have full body awareness, but this is a shooter with limited animation spaceness compared to swinging a sword in an RPG.
Don't get me wrong. I'd LOOOOVE to see full body awareness. Not only "see feet" (those are fairly unimportant unless I'm balancing on a rope), but the whole deal: Complete body in all poses, 3rd person animations used in 1st person, camera linked to eyes on the head no matter what it does (falling, I can still orient my head). However, I don't see it feasible due locked 70° FOV and no controls suitable to do the "zoom in" trick that Arma2 does (right mouse button to "focus", although this is actually the "correct" FOV which is only important in a realism oriented game which TES never was).
For full body awareness to be possible in an RPG 1st person, a lot of game design criteria would have to be changed. And trust me, a lot of the players wouldn't like those changes (weapons not visible and/or having to deal with zooming to obtain more realistic FOV).