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Originally Posted by skz1904 |
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My only question really is why the movement in these games always looks so stiff and robotic. Especially being that I'm sure some of the Fight Night Champion team is still working there. And I'll also caveat this by saying that FN 3 and FN 4 suffered from the exact same problems as UFC does, FNC is the exception. The footwork is unrealistic. The strikes look unnatural, be it kicks or punches or knees. The only fighter who ever had decent jabs, straights or hooks in these games is Mike Tyson. Probably because he's using FNC animations. The hit reactions are either too pronounced and unrealistic or not pronounced enough, there seems to be no in-between.
Is it because the animation and physics system you guys have don't allow for more realistic and smoother movement? Is it a design choice to make the moves look more telegraphed? Is it an artistic choice because the animation team thinks they look good? I just don't get it. I'm sure you guys have copies of FNC laying around the office. I'm sure you play them. I'm sure you can see the difference?
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This is a really good question. Anyone who can come up with a really good answer will have a long and prosperous career in the games industry.
First let me say that on our team we take great pride in how smooth we have managed to get the animation without taking away player agency or responsiveness.
To attempt to answer your question I will use a couple examples.
When people walk they know what they are going to do next. If I am walking forward and decide to turn sideways or back up I instinctively plant my feet accordingly before I try to move. We can't read the player's mind so if they try to change direction mid step we have to either wait until the animation plants or blend as best we can. We have chosen to prioritize responsiveness.
Strikes are a similar issue. We have always prioritized predictability with strike timing. So while we have captured animations with actors moving in many different directions we still have to blend the strike if the player hits that button mid movement. The opponent's actions multiply the challenges because they might be swaying, moving or striking themselves. In real life a fighter takes all these things into account and the computer between their ears adjusts on the fly. We have targeting and blending logic to do the same but depending on how far the captured animation differs from the current state of the game the results can be imperfect.
Long story short. Our animations look fantastic in a vacuum but we have to do a fair amount of post processing to make them work during gameplay and give the player the agency to do things that are unexpected or even strategically unsound. Button mashers do not make our job easier.
TOS