best/worst player-control in a FPS game
Which FPS had the the most favourable/worst player control/movement?
Simulated head movement or a fixed view? Physically accurate acceleration/deceleration or direct control without any latency?
What''s your opinion?
Well the gameplay tends to be the same in all latest FPS.
Mouse to move your head, keys to move/strafe.
Mouse to move your head, keys to move/strafe.
Darkhaven Beta-test stage coming soon.
They all do it pretty well. While it''s not realistic, I like how some games let you throw weight around in midair to change the direction you''re going (Quake 1 and 3, and many others)..
In my experience, FPS''s tend to be much alike.
My preferences run to bobbing and (de|ac)celeration. I also like moving whilst in mid-air.
I generally prefer, however, second-person games, like Heretic II. 2P is better than 1P, IMHO, for ''spatial puzzles'' (the kind of thing that platform games are full off - jump onto this platform, jump onto that platform). 1P, on the other hand, is better for aiming and for immersion in general. I''d like a game where you get to choose between the two as you please.
Just Plain Wrong
My preferences run to bobbing and (de|ac)celeration. I also like moving whilst in mid-air.
I generally prefer, however, second-person games, like Heretic II. 2P is better than 1P, IMHO, for ''spatial puzzles'' (the kind of thing that platform games are full off - jump onto this platform, jump onto that platform). 1P, on the other hand, is better for aiming and for immersion in general. I''d like a game where you get to choose between the two as you please.
Just Plain Wrong
I like to turn head bobbing off. I dislike air control because its not realistic. I know many games have a million other unrealistic features, but I really don''t like air control. I''ve never noticed acceleration/instant movement in FPS''s, so I''m not sure which one I prefer.
Proceeding on a brutal rampage is the obvious choice.
Proceeding on a brutal rampage is the obvious choice.
___________________________________________________________Where to find the intensity (Updated Dec 28, 2004)Member of UBAAG (Unban aftermath Association of Gamedev)
In my opinion character control is one of the most important aspects of a first person shooter. Apart from the technical side, if the control/movement is not intuitive and appealing, it can ruin the whole game for me.
I''m currently implementing character control logic myself and i base the movement on newtonian physics which we all know. Although i have a rather sophisticated physics subsystem with which i could simulate physics realistically, i chose to tweak the physics parameters and sacrifice realism in the name of gameplay.
One of my worst impressions was when i played the original Half-Life for the first time. I felt as if i was skating on ice which made it slightly difficult to play.
Games which scored better were, for example, NOLF and Global Operations. Although i haven''t played it yet, Halo seems to have very appealing player movement, as far as i can tell from seeing several video clips.
I''m currently implementing character control logic myself and i base the movement on newtonian physics which we all know. Although i have a rather sophisticated physics subsystem with which i could simulate physics realistically, i chose to tweak the physics parameters and sacrifice realism in the name of gameplay.
One of my worst impressions was when i played the original Half-Life for the first time. I felt as if i was skating on ice which made it slightly difficult to play.
Games which scored better were, for example, NOLF and Global Operations. Although i haven''t played it yet, Halo seems to have very appealing player movement, as far as i can tell from seeing several video clips.
N64:
James Bond for N64 really had some crappy player controls, besides a GREAT game!
PS2:
James Bond for PS2 really had some crappy player controls, besides a GREAT game!
PC:
Wolfstein <-- !!! :D (besides a GREAT game)...Alley Cat got a nice physics-engine
James Bond for N64 really had some crappy player controls, besides a GREAT game!
PS2:
James Bond for PS2 really had some crappy player controls, besides a GREAT game!
PC:
Wolfstein <-- !!! :D (besides a GREAT game)...Alley Cat got a nice physics-engine
July 20, 2002 01:25 PM
I dislike head bobbing.
In Jedi Outcast, the player movement is unexact - the player will slide forward a little even after there is no input and the movement animations have stopped. It''s more noticeable in third person than first person, but still a little annoying.
I''ve recently been playing America''s Army, and I really think they have the movement "feeling" down perfectly, except that going prone/crouching take too long - in real life if you were under fire, you''d just drop down, not put a hand down and slowly lower yourself.
-Jipe
In Jedi Outcast, the player movement is unexact - the player will slide forward a little even after there is no input and the movement animations have stopped. It''s more noticeable in third person than first person, but still a little annoying.
I''ve recently been playing America''s Army, and I really think they have the movement "feeling" down perfectly, except that going prone/crouching take too long - in real life if you were under fire, you''d just drop down, not put a hand down and slowly lower yourself.
-Jipe
What you experienced in Jedi Outcast, "anon", was deceleration in action. I think it''s good to have such functionality, as long as it doesn''t interfere with the player''s intended actions. Unless the game is about mastering the controls ;-).
On the other hand if the players'' movements would stop immediately it wouldn''t look and "feel" good.
The solution cannot be found at the extremes, i guess. It rather lies somewhere in between. Balance is the key here.
On the other hand if the players'' movements would stop immediately it wouldn''t look and "feel" good.
The solution cannot be found at the extremes, i guess. It rather lies somewhere in between. Balance is the key here.
Halo''s controls are very similar to any other FPS''s. Thumbstick for head motion, and another for WASD-like movement. Being analog, Halo gives better rez for getting from point A to point B than a keyboard''s binary keyUp/keyDown. Buttons for weapon switch, grenade switch, flashlight, jump, melee, action (reload/keypad), fire gun, throw grenade. Thumbsticks double as keys for crouching and zoom.
Typical controls with thumbstick resolution and a convenient package. Unless you''re under 15.
Controls are good if you can understand them and use them easily. While I can''t think of any that I don''t like, some of the resulting models are aggrevating. Like the Red Faction bullets and the Quake jump-dodge-run models (double the gravity, and I *can* hit).
-Sta7ic
Typical controls with thumbstick resolution and a convenient package. Unless you''re under 15.
Controls are good if you can understand them and use them easily. While I can''t think of any that I don''t like, some of the resulting models are aggrevating. Like the Red Faction bullets and the Quake jump-dodge-run models (double the gravity, and I *can* hit).
-Sta7ic
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