Men_in_Boxes
Snake Oil Salesman
I'm playing a game right now (I won't say what it is so as not to attract sidebars) where the animations are great, but the game forces you to watch them all the freaking time. Want to get on your bike? Hold square to watch your character walk over and get on his bike for 1.5 seconds. Want to pick up that gas can? Hold square to watch your character bend down and pick up the gas can for 1.1 seconds. Want to run the opposite direction? Hit right on the left stick and watch your character animate a stop so he resets and heads the other way for .6 seconds.
These animations do look excellent, but I find myself never appreciating them as my eye is always on the objective/enemy in the environment.
You add up all these animation penalties and literally years of your life are lost to watching the same animations over and over again. It's a torture device created by a Dr. Who antagonist.
Red Dead Redemption 2 had this - felt bad. Metal Gear Solid V: The Phantom Pain did not - felt good.
Why do developers do this? What's the advantage?
These animations do look excellent, but I find myself never appreciating them as my eye is always on the objective/enemy in the environment.
You add up all these animation penalties and literally years of your life are lost to watching the same animations over and over again. It's a torture device created by a Dr. Who antagonist.
Red Dead Redemption 2 had this - felt bad. Metal Gear Solid V: The Phantom Pain did not - felt good.
Why do developers do this? What's the advantage?