BobTheMasher
Of what, we don't want to know.y
Posts: 4,243
I've always thought that moving away from this current idea of direct-robot-control of players might be a smart idea. No matter how smooth you make animations, you're still telling your character to "look" and "move" and there's only so much fluid movement that can be directly portrayed that way. In the end, if you do that, you're still going to be getting snagged on corners, stuck on little bits of floor, not realizing your head or hand is sticking out from behind or through your cover, etc.
Point being, I think that it'd be worth trying to make a "suggestive" rather than "direct" control scheme work in a FPS game. Where when you walk past a pipe sticking out of a wall, you don't get snagged, your character rolls his shoulder around it...or ducks his head a bit under it. When you stand by a wall, he doesn't just stand there with his face right in the wall, he turns his side or back to it (not like a "take cover" button, but just naturally, automatically). Essentially instead of controlling the character, you control what the character WANTS to do, and the game works out how best, most naturally, and smoothly to accomplish that. We ought to be getting to the point where these is technologically reasonable.
Separating the player from direct control like that does have severe opportunities for frustrating problems, though..but if you could pull it off, you could get something that would play and look very similar to that video, and at the same time eliminate some of the OTHER frustrating problems, like someone shooting the top of your head while you scream "I CAN'T CROUCH ANY LOWER DAMMIT".