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Two actions most video game developers take with their movement is to keep the player character’s velocity vector separated from the player’s inputs, and to apply some form of linear interpolation to the player character’s speed. These actions allow the player to maintain their inertia and smoothly transition between speeds. Without these features, franchises like Titanfall, Half Life, Destiny, Doom, Quake, Mario, Zelda, Warframe, GTA, and more would have janky movement and uninteresting gameplay. Implementing these features isn’t hard either—I’ve even done so myself in visual studio.
So what’s stopping Bethesda from implementing these features in their gambryo games? It’s not like gamebryo can’t handle physics, otherwise Bethesda wouldn’t be able to have rag doll physics in fallout 3 or space combat in Starfield. It’s not like implementing inertia for movement is hard either, because doing so only requires a couple dozen lines of code to work tops. Outside of movement, lerp and other interpolation curves are rarely ever used in other aspects of every major Bethesda game’s gameplay. You can see this with how static HUD elements move around, how the camera is animated in a visibly static fashion, how even the inertia on the weapons of the elder scrolls and Bethesda fallout series are clearly preanimated and lack true locomotion/interpolation. What gives?
>>36387You already made a tgread about this and I already explained some gaymers prefer it that way because it is more "tactile."
Even some games that implement velocity and inertia, it is so minimized you hardly notice it.
Also Bethesda is from an rpg background not a run and gun background. The focus has always been walking simulator focused.
>>36388Anon, you’re forgetting the “separate the velocity vector from the player’s inputs” part. This one feature allows the game to update the players position constantly regardless of whether or not they are pressing a key, which allows movement techniques like strafing to exist, and allows doom-like gameplay to exist in games that aren’t boomer shooters. Bethesda for some reason doesn’t do this, and doesn’t use interpolation for really anything in their major games. The games as a result always play so weirdly compared to every other title that’s released, and it feels like the programmers of that studio never picked up on this at all.