It was new technology, 3D was a fairly new concept in gaming in the mid 90s. But it took so long to get properly implemented. You have super mario 64, gex enter the gecko, lemmings 3D. I am wondering if it was a business decision and not the devs who pushed for a free roaming camera, since it was clearly not a satisfactory result gameplay wise. Because at the same era, you have games with fixed camera angles that are much better experiences overall.
I generally point to controllers first and foremost. It’s incredibly difficult to get good 3D movement without two analog sticks. The N64 only had 1. The Playstation’s were optional, so those games were in a weird spot where the sticks were ignored or treated as a bonus option (often with the D-Pad being mapped to the left stick and the right stick just not getting used at all).
But it’s not just that simple. I’m replaying the PS1 version of Spyro the Dragon, and while it’s not perfect the camera usually does a good job of following Spyro while he still feels great to control with either a D-Pad or a stick. I could map the shoulder buttons to the right stick and get camera controls that way, but for the most part it’s not necessary. According to legend they hired a guy who had previously worked on flight control systems for NASA to help with Spyro’s controls. Little things like the movement speed, camera height, and the distance from the player character make a huge difference, and Insomniac clearly put a lot of effort into those details that other devs didn’t.
Some games still managed to do a decent job in spite of these limitations, and the power of emulation can help a lot. A couple years ago I played throught the PS1 Armored Core games. I tried to play them as they were originally intended, with the movement and camera controls split out across the D-Pad and shoulder buttons. But after a while I gave up and re-mapped them to the sticks. But having my right thumb on the right stick makes it harder to use the face buttons, so I mapped those to the shoulder buttons. Once I got it all sorted out the games controlled wonderfully.
I’ve recently been playing through God of War (2018), and one of my biggest complaints is how bad the camera and movement is. Everything feels slow and clunky, and the camera never lets me see what I want to. It’s too close to Kratos and his thick ass takes up too much of the screen. The graphics and art direction are great but I can’t appreciate it because I can only move the camera in a very specific way, and often the game either softly guides the camera towards where it wants you to look it just full-on takes control away from you and it’s really annoying.
Another game I’ve been playing is Bloodborne. Once again they give you no control over the distance from your character and have a very limited vertical angle. One of the strengths of Bloodborne (and most FromSoft games) is the use of vertical space in both level design and combat design, but the limited vertical placement and angle of the camera makes it a pain in the ass to actually see what you need to.
dave881@lemmy.world 4 hours ago
From my memory of the time, I think it was a few things.
The ability to do 3d in games was new, and without a lot of experience in what made for “good gameplay” devs were trying new things and seeing what works. Similarly, if you go back even further into console and PC gaming history you can find some game that use what, looking back, would be considered terrible control layout and/or gameplay mechanics. Sometimes because the company just wanted to ship something, sometimes because best practices hadn’t been established.
The ability to do 3d was new and the free roaming camera was an easy way to show off the systems capabilities. Especially for early first party games, there was a huge effort to show off how much more advanced the new console was compared to the competition. I can remember marketing that focused on showing that you could look all around these virtual worlds (Mario 64) or how awesome the graphics processor was by highlighting the parralax effect of the background images (Castlvania 4).
Controllers were also evolving at this time. The SNES and original PlayStation controllers just had a D-pad and like a half dozen buttons to control all your movement and actions. The addition of analog control sticks, and the N64’s bizarre controller were really the first shot at having the variety and quantity of controls to make rapid changes of player perspective and actions feasible at the same time.
Combine all of that with some publishers just putting out blatant cash grabs, and you have a whole lot of new territory to map and a target audience that doesn’t really even know what it wants yet.
Cenzorrll@lemmy.world 3 hours ago
You can just say resident evil.
dmention7@midwest.social 3 hours ago
I played OG Doom for years with keyboard only. Up/Down arrow for forward/backwards, Left/Right to turn, and then holding Alt to strafe. RIght hand on the arrow keys and left hand controlling strafe/run/weapon selection.
I don’t honestly recall if mouselook was even an option back then, but I tried playing with those keyboard only controls recently and literally could not even. It’s kinda wild how hard it is to imagine anything other than WASD-mouse for a FPS these days.
Zoomboingding@lemmy.world 3 hours ago
Or shudder tank controls for games like Grim Fandango