Game Design Talk: FPS View

Posted by Glen on Dec. 11, 2013, 6:17 p.m.

Have you ever played a first person shooter that moved the screen with the player's movements and reactions? For example, a dive roll. The camera view actually tumbles and the screen appears to flip forward. I've always wondered what the view would be like from the characters' eyes when you make them run into a mob, bust a 360, slice enemies up from different angles, get the wind knocked out of you, trip/stumble, etc…

Third person view will never be able to achieve something like this though. Someone mentioned that they might get dizzy from something like that. But, I for one think it would make the player feel more involved. I don't like the way most FPS cameras are. I usually feel like i'm just floating around.

Your head movement and vision during common actions performed by characters in games would be much different from what is usually displayed on an FPS game. Have you ever seen a third person view MMO where crazy acrobatic moves are performed during skills that your character does? Could you imagine the view? It might make it a little more exciting.

What do you think of the concept? The only game that I can think of that does this well is Mirror's Edge. A parkour game. But, i'm thinking about other possible uses.


Toast 10 years, 5 months ago

Put that in an Oculus Rift game see how many people die.

*falls headfirst out of top floor window*

*headbutts steel coffee table*

Glen 10 years, 5 months ago

I always disliked the "know all, see all" feeling in games that allow you to view with quick accurate movements of a mouse. I think maybe the direction i'm going is commitment to an action. When you perform something, you focus on it. Visually and physically. In a game, your character is physically performing the action.

I think I'm trying to simulate the visuals needed to perform the action, to emphasize it. The Oculus Rift is excellent for this. But maybe a gamer with a monitor in front of them and a set of headphones could zone out if the view is done correctly.

You mentioned difficulty when things such as text are skewed/tilted. I always thought of it as our eyes adjusting to the angle. That's an interesting thought on the compensation.

Here's an example of something that came to mind though. When a character spins rather quickly, you would assume that during that moment, the vision is blurred and trying to adjust. That feeling alone increases the difficulty to react to something that may happen right after. Such as an enemy coming up to you with an attack. You don't get to experience that type of difficulty in an FPS game. Because movements are always left, right, forward, backwards, and strafing with 0 distortion or effect on the player's choice of movement.

On the other hand, a third person view game has no limits on movement. An FPS game lacks movement variety and TPS games compensate with it's view. I think a combination would be an interesting feeling that gives you no limits to your surroundings. Your only limit is your reaction to what you see. And removing the "know all, see all" view of third person shooters will allow you to add suspense.

People complain that games are too easy, but are given godly point of views with no consequence to button smashing skills and fast camera movements. Take it away from them and you make them realize what their character is going through. It should put them out of their comfort zone.

Not everyone likes really hard games, but I'm playing around with this idea. Might have to release a demo when it's more complete, demonstrating what i'm trying to achieve.

Unaligned 10 years, 5 months ago

The closest I can think of would be rocket jumping in games that have such a mechanic (1st person obviously). During the process of a multiple rocket jump stunt you'll just be jerking the mouse around like crazy to shoot each rocket in the right spot to propel you just where you want to. To anyone foreign to the idea it'd be pretty difficult to tell exactly what's going on in the screen on 1st person.

LoserHands 10 years, 5 months ago

Look up A New Zero on Youtube, and go through crypticsea's profile. He described the way most fps games handle as Quake-ish, in a blog post or YT video description.

Acid 10 years, 5 months ago

I've thought about this a lot, but I have so many projects and things to do that I haven't had time to mess with the idea.

spike1 10 years, 5 months ago

I'm doing a similar idea in a side project that I'm working on, but I come across some of the problems you describe. For example, in this old video, I am able to do dive rolls and such. Problem is, at around 54 seconds I find I have no idea where I have ended up after the dive roll. I think the problem is mostly the speed at which the player moves at. In FPSs we move much faster than real life, which is why the more complicated moves can look a bit strange. If the FPS player is slowed down it seems boring. What would be great is if we can find a way to make the player move slower but still seem to be eventful.

Glen 10 years, 5 months ago

I agree. I feel like most fps games give users too much speed. If a player were to be in their character's position, we would not react the same way. We are given so many features that compensate for realistic reactions. I really appreciate it when developers take it a step further. Maybe i'm just bored of the easy game play phase. I'm all for challenge. There's nothing simple about real physics. I feel like people are getting too used unrealistic games.

Unaligned 10 years, 5 months ago

If they applied realistic physics in fps games players would dismember themselves from turning too quickly thanks to centrifugal force. Not that I'd complain if such a game existed.

Pirate-rob 10 years, 5 months ago

If they applied realistic physics in fps games players would dismember themselves from turning too quickly thanks to centrifugal force.
That would just be too amazing.

However, now that I think about it, whenever I teach someone to play and fps game, they always turn so slowly, so that's kinda interesting…