No.27352
Ragdolls are one of the worst things that ever happened to games. They were shit in Trespasser and they haven't improved one bit ever since. Every time I see a body collapsing into a ragdoll, I am immediately taken out of the game. It always looks awful. It always looks goofy. It doesn't matter which game either. It's a flawed concept and needs to be removed.
No.27370
>>27352ragdoll physics can be done well, as seen by f.e.a.r. I would even argue that ragdolls physics are superior if done well, as SEEN BY F.E.A.R
No.27381
>>27380>"realistic movement" is what is killing modern games.You could extend this to all 3D animation, which generally disregards the animation principles devveloped for 2D. You're never going to 1:1 match reality without some crazy Avatar budget (maybe not even then) so you should lean into the style and exaggerate movement to help sell it. It probably wouldn't even be that hard to implement, if you animate based on key poses you can interpolate between them using different functions according to how you want the movement to look.
There's already standard "fade in" and "fade out" styles of motion tweening but you could significantly advance this by just adding in some variables and allowing for numbers beyond the range between one pose and the next. Pic related, some motion tween curves using classic animation principles. At least they could do a first pass this way to get more traditionally animated movements before adjusting and doing secondary animations (or use soft body simulation for it in video games).
No.27382
>>27380everyone wants to be the next nostalgia critic and has their brains reddit-wired to demand realism and be on the lookout for "plot holes"
No.27433
>>27382Honestly I prefer realistic and grounded gameplay. I’m at a point with games that I just need them to be quiet and slow enough in terms of the pacing and excitement in them that I have space to relax and play however I want in a setting where the mechanics don’t feel completely out of place