This article is from WeChat official account:Game Research Club (ID: yysaag) , author: stone leaf young, title figure from: vision China

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First-person is a perspective often used in games, because it conforms to the way our eyes view the world, so it is sometimes regarded as a more realistic and immersive perspective.

But when you really use the theory and common sense in reality to examine the protagonist in a first-person game, you will find many weird phenomena.

For example, according to the perspective rules that human eyes are used to, most shooting games seem to have some problems with the protagonist’s posture holding the gun. On the one hand, the gun is too close to the eyes and the height is not correct.

Most people hold the gun at the height of the chest and abdomen, but the gun in the game seems to be as high as the player’s line of sight. Either the gun is raised to the side of the eyes, or the protagonist’s eyes are on the chest.

For example, when using RPG, people in reality have to tilt their heads to see the sight, but in the game the protagonist canWith a full face up to the front sight on the RPG, it is difficult to imagine how a person can get this perspective without losing his life.

Even if no scientific argument is needed, players can vaguely feel that there are some supernatural forces in first-person games.

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Just like we can’t see our back, we can’t see what our character is like in a first-person game. But there are always people who can get away from the shackles of the camera through unusual means and get a God-like perspective in the first-person game. At this time, they find that many of the stalks are not fabricated.

A player found a bug in “Cyberpunk 2077” that allows the player to get their perspective stuck in the third person after getting off the car. Using this bug, people have witnessed the real appearance of V in the game for the first time. Not only does it have no head, but it also walks like a strange way. No wonder the player can’t see his reflection in the game.

This situation is actually not unique to “Cyberpunk 2077”. Almost all the protagonists of first-person games are a little abnormal under the third-person examination.

First of all, they may not have a head, it looks like they are carrying a camera on two shoulders.

Many producers will directly discard the legs and bodies of the characters when making first-person games. Since they can’t be seen, there is no need to make them. This not only saves a lot of work, but also reduces unnecessary troubles. Therefore, in many games, players cannot see their lower body.

But this kind of treatment inevitably makes the player feel like a drama, especially when he lowers his head and sees himself floating in the air. Therefore, in order to give players a stronger sense of realism, some games specially add a lower body model in the first person so that they can see their feet.

In addition to the body, producers often use first-person optical illusions to hide some flaws. For example, in the angle that the player can’t see, the model does not need to pay much attention to accuracy. Even if the fingers holding the gun do not conform to the structure of the human body, as long as it looks good from the player’s point of view, this is also a common game design. idea.

The real protagonist in the first person is actually a gun and a weapon. Generally, the protagonist’s hands and weapons grow together, and the rest of the human body is like a parasitic fat on the gun, because it can’t be seen, and it looks more arbitrary. It doesn’t matter at all.

In a first-person game, the most important part of the human body is the arm, which plays a role in communicating with the player. In reality, we can perceive our body, know what our hands and feet are doing with our eyes closed, and imagine the posture of the body. However, disabled persons with prosthetic limbs cannot feel their own limbs. They need to see their prosthetic limbs with their eyes to determine the state of their bodies.

In a first-person game, the player is like a prosthetic arm. The channels to obtain information are limited. You can only visually understand what the player is in and what the player is doing. The hand is the only reference for the player. Of the site.

Therefore, the action design of the first-person game is focused on the arm, allowing the arm to continue to appear in the field of view, clearly telling the player whether the character is sprinting, changing bombs, or blocking.

In the first person, Winston’s hand does not actually support the ground

There is actually a discrepancy between what we think we see in the first person and what we actually do. In many first-person games, the character’s arms will swing on both sides of the screen when sprinting. From the third-person perspective, such actions may not be natural. But in order for the player to perceive the power and speed of the sprint, both hands must desperately dance in front of them.

Making a first-person animation is like playing with a plastic figure. The producer usually only needs to care about the display effect of the hands and feet in the first person. The other invisible parts are not so particular. The whole body will naturally move. It’s strange.

The third person “Mirror Edge” is not so cool.

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Then the strange action of the first-person protagonist is just becauseUnder one person, the action of the character should not be too large, otherwise the body of the character may appear in the lens. Therefore, in “GTA 5”, many original character actions have been deleted in the first person. For example, the head and upper body of the character in the car no longer follow the angle of view, the steering range of the steering wheel is also reduced, and the arm may also be seriously affected with the body. Wear a mold, but this is fine in the first person, and even better.

Another example is dodge. In the third person, it is an action of leaning over and lowering the head, but in the first person, the player cannot face the loess and back to the sky. The disappearance of the enemy in the field of vision will make the player instantly lose the perception of the game. . Therefore, the developer directly changed the dodge action to a matrix-like diamond iron bridge. Although it looks very unnatural in the third person, there is no problem in the first person.

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Making a game is sometimes like magic. The goal is not to turn something into reality, but to make the players in the game feel real. In fact, it is to deceive the player’s perception by various means.

The miraculous magic seen from the auditorium, seen from the backstage, is likely to be a trick with surprisingly simple principles, and even sand sculptures are hilarious.

The things behind the first-person perspective shouldn’t be seen by the player, but because of some bugs or Mods, the player can seeHere comes the truth behind the game.

These strangely shaped headless protagonists alone do not indicate that the game is flawed. Because the game is not about creating a completely real world, but an immersive experience. First-person games have their own presentation methods and unique performance skills. Developers naturally have to use steel on the blade and pay attention to the core of the game. Content, instead of wasting time and money to polish things that players can’t see.

However, the third-person perspective allows us to observe the other side of the game from a new perspective, to see what interesting attempts these games have made to improve the player’s experience, and how the producer uses the player’s psychology and illusions to create Illusion.

The process itself can be called an art.

This article is from WeChat official account:Game Research Club (ID: yysaag) , author: stone leaf young