Chronospherics
Member
This is something I've been thinking about recently and I wanted to know your thoughts.
One of the most common usability issues in 3D games, and particularly those that take place in the third person perspective, has been the result of a troublesome camera. From Banjo Kazooie and Spyro, to The Last Guardian and Bloodborne, the 3rd person camera has been the source of a number of usability issues. Specifically, obscuring the players view as it clips into the environment, or colliding with objects and making it difficult to get the ideal perspective.
The root cause of these issues, is that the camera is controlled by a code. An automated system which is designed to place the camera in the correct position, for the player to see. In Spyro the Dragon this was called 'active camera', but today it's the standard, the camera typically, automatically follows your character.
You could argue that the root cause of these persistent issues, is that control of the camera has been removed from the player, and given to the game. So naturally, it makes mistakes. If you take the players control away from what is a relatively complex system, there's always going to be some dissatisfaction with the results because the issues cease to be the players fault. If the player accidentally clips through some shrubbery in a first person shooter, it doesn't end up being frustrating because players are much more likely to see the issue as being their responsibility, and something they can intentionally avoid in the future, with control.
More specifically, in many games, this issue stems from the fact that the controllers face buttons have been used for crucial, and persistent gameplay interactions. The most basic examples are the jump, or dodge buttons being mapped to the face buttons on a controller. As a result, the player loses the opportunity to control the camera with the right stick, and therefore, the game has to take charge of the camera, and these issues occur.
So, then why do game devs persistently place core gameplay functions on the face button? Why aren't there accommodations for people that want to control the camera themselves? Most of these games do not even support alternative control layouts that support this. I think the answer is familiarity. In Super Mario, and games alike, you jump with the A button, and therefore, when moving to Super Mario 64, it made sense to jump with the A button.
On Super Mario 64, this didn't matter, because the n64 controller didn't have a second analogue stick, so the camera wasn't controllable by the player, regardless of the layout. It made sense to place jump onto the face buttons once again, because there were no clear advantages of not doing so.
However on platforms that featured a twin stick layout, placing crucial functions onto the bumpers, could have allowed the player much more articulate control of the camera, and resolved many of these issues. I suspect this didn't happen simply because of familiarity, there was an established convention that you jump with X, not L1.
However, it's ridiculous that today, this issue still persists for the sake of familiarity, and no alternative options are provided.
If you take the controls to a game like Blood Borne, and remap them so that you can sprint with L3 or L1, suddenly the entire experience becomes more usable. The player can retain control of the camera at all times during a fight, significantly reducing the number of issues that occur.
In Gravity Rush, because Gravity kick and throw are on the face button, you're continually switching between the left thumb stick (to aim) and then pressing square to hit your target. Switching from the thumb stick to the face buttons gives your target opportunity to move, it feels clumsy, and counterintuitive. If you remap kick (square and circle) to the bumpers, you get to keep control of the camera. The game flows considerably better as the player can pick up objects and throw them at enemies, while retaining control of the direction they're facing at all times, it's arguably a considerably better experience, yet one that's not supported by the game due to some idea that the bumpers exist to serve some tertiary function that doesn't include the characters basic actions.
In both examples, these issues harmed the reception of the game (with both critics and players criticising the poor camera control), an issue which could have been resolved with an alternative control layout. And it's not just these, but hundreds of third person character driven action games that feature similar issues.
The only way to break out of this cycle is to offer players alternative options. While players see the current layout as familiar, and sensible relative to games past, the appeal would quickly shift if it was readily observable that alternative layouts offered a better user experience.
I'm not alone with this view either, it's rare, but not uncommon that I've seen players with similar suggestions. Though I always find it to be a little odd when community members respond with 'Oh, just claw the controller', as if that's any less of a persistent usability issue.
It's 2017 and we've been producing 3D games for 20 years. Issues surrounding the third person camera are one of the most common usability issues negatively impacting the user experience of 3D, third person games. There's a relatively simple resolution, if an unfamiliar one. Yet still, it saddens me to say that I fully expect to see thousands of players playing Monster Hunter World, compensating the poor camera control by clawing the controller.
What have your experiences been with third person camera controls, and do you think there is value in facilitating player control of the camera as a means of alleviating these issues?
One of the most common usability issues in 3D games, and particularly those that take place in the third person perspective, has been the result of a troublesome camera. From Banjo Kazooie and Spyro, to The Last Guardian and Bloodborne, the 3rd person camera has been the source of a number of usability issues. Specifically, obscuring the players view as it clips into the environment, or colliding with objects and making it difficult to get the ideal perspective.
The root cause of these issues, is that the camera is controlled by a code. An automated system which is designed to place the camera in the correct position, for the player to see. In Spyro the Dragon this was called 'active camera', but today it's the standard, the camera typically, automatically follows your character.
- In Yooka Laylee this system collides with environmental objects, often obscuring the player from view, leaving them behind.
- In Dark Souls, the camera becomes obscured by monsters that pursue you, and other environmental attributes.
- In Gravity Rush, the controller becomes stuck inside walls, again, obscuring the player from view.
You could argue that the root cause of these persistent issues, is that control of the camera has been removed from the player, and given to the game. So naturally, it makes mistakes. If you take the players control away from what is a relatively complex system, there's always going to be some dissatisfaction with the results because the issues cease to be the players fault. If the player accidentally clips through some shrubbery in a first person shooter, it doesn't end up being frustrating because players are much more likely to see the issue as being their responsibility, and something they can intentionally avoid in the future, with control.
More specifically, in many games, this issue stems from the fact that the controllers face buttons have been used for crucial, and persistent gameplay interactions. The most basic examples are the jump, or dodge buttons being mapped to the face buttons on a controller. As a result, the player loses the opportunity to control the camera with the right stick, and therefore, the game has to take charge of the camera, and these issues occur.
So, then why do game devs persistently place core gameplay functions on the face button? Why aren't there accommodations for people that want to control the camera themselves? Most of these games do not even support alternative control layouts that support this. I think the answer is familiarity. In Super Mario, and games alike, you jump with the A button, and therefore, when moving to Super Mario 64, it made sense to jump with the A button.
On Super Mario 64, this didn't matter, because the n64 controller didn't have a second analogue stick, so the camera wasn't controllable by the player, regardless of the layout. It made sense to place jump onto the face buttons once again, because there were no clear advantages of not doing so.
However on platforms that featured a twin stick layout, placing crucial functions onto the bumpers, could have allowed the player much more articulate control of the camera, and resolved many of these issues. I suspect this didn't happen simply because of familiarity, there was an established convention that you jump with X, not L1.
However, it's ridiculous that today, this issue still persists for the sake of familiarity, and no alternative options are provided.
If you take the controls to a game like Blood Borne, and remap them so that you can sprint with L3 or L1, suddenly the entire experience becomes more usable. The player can retain control of the camera at all times during a fight, significantly reducing the number of issues that occur.
In Gravity Rush, because Gravity kick and throw are on the face button, you're continually switching between the left thumb stick (to aim) and then pressing square to hit your target. Switching from the thumb stick to the face buttons gives your target opportunity to move, it feels clumsy, and counterintuitive. If you remap kick (square and circle) to the bumpers, you get to keep control of the camera. The game flows considerably better as the player can pick up objects and throw them at enemies, while retaining control of the direction they're facing at all times, it's arguably a considerably better experience, yet one that's not supported by the game due to some idea that the bumpers exist to serve some tertiary function that doesn't include the characters basic actions.
In both examples, these issues harmed the reception of the game (with both critics and players criticising the poor camera control), an issue which could have been resolved with an alternative control layout. And it's not just these, but hundreds of third person character driven action games that feature similar issues.
The only way to break out of this cycle is to offer players alternative options. While players see the current layout as familiar, and sensible relative to games past, the appeal would quickly shift if it was readily observable that alternative layouts offered a better user experience.
I'm not alone with this view either, it's rare, but not uncommon that I've seen players with similar suggestions. Though I always find it to be a little odd when community members respond with 'Oh, just claw the controller', as if that's any less of a persistent usability issue.
It's 2017 and we've been producing 3D games for 20 years. Issues surrounding the third person camera are one of the most common usability issues negatively impacting the user experience of 3D, third person games. There's a relatively simple resolution, if an unfamiliar one. Yet still, it saddens me to say that I fully expect to see thousands of players playing Monster Hunter World, compensating the poor camera control by clawing the controller.
What have your experiences been with third person camera controls, and do you think there is value in facilitating player control of the camera as a means of alleviating these issues?