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Why did tank controls die? How come nowadays...
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Thread replies: 23
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Why did tank controls die? How come nowadays developers shy away from more realistic approach to movement in favor of twitch controls?
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>>322913364
>from more realistic approach to movemen
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>>322913472
Horror games are action games now.
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Coco a cute.
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Because controllers have evolved to the point where you have to choose between controlling the camera or movement, you can now do both. Hell, such has been the case for 20 years now.

Tank controls existed because nobody had figured out how to make movement + camera controls simultaneous, and because it's been figured out/near perfected, there's no need to return to fixed angles and tank controls unless you've got some nostalgia hardon.
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>>322913364
>Why did tank controls die?

Because it's fucking shit tier. If your character is facing south, you gotta press UP to move him more south. That shit confuses the fuck out of everyone.
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>>322915832
Why didn't they have fixed camera angles with free movement back then? I mean wouldn't it be simpler to make the player move in the direction the button was pressed on the d-pad?
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>>322913364
>How come nowadays developers shy away from more realistic approach to movement in favor of twitch controls?

It's not realistic either because you're viewing things from birds eye view.
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>>322916346

>Why didn't they have fixed camera angles with free movement back then?

Because that only works if the camera is fixed overhead rather than from a corner as most fixed angle views were wont to be.

But as I mentioned, it was figured out pretty quickly how to create a control scheme that removed the need to fix the camera in place, so they didn't need to figure out free movement controls, at least until Devil May Cry.
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>>322915832
Fixed angles can still be useful for the purposes of graphical fidelity. When a player can look around on their own terms then you have to spend resources, both from a processing power sense and from a design/economical sense, on every possible thing they could see. With a fixed camera their field of view is much smaller and you can devote more time/money/processing power to just that one section.
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>>322914541
>tfw no qt kitty cat to protect you from monsters by stabbing them with his tongue spears

but no seriously tank controls are horrible cancer, not fun to use at all.
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>>322913364
Is that Kuro?

If yes, good taste OP
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>>322913364
>kuro thread in low quality disguise
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>>322914541
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>>322920271
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>>322920271
kinda nice but this cat doesn't look like any enemi in the serie so there's not really any joke here, unlike the rape horse edit.
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>>322913940
So, unless a horror game has tank controlls it's not a horror game?

So the horror genre is defined by the controlls?

Is that what you wanne tell us here?
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Because it's faster.
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>>322913364
Don't worry, they still exist. It's just that western action games and RPGs have taken to using them to make the animations blend slightly more realistically. The Witcher 3, for example.
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The only appropriate time for characters to control like tanks is either when you're navigating through a tiny crack in a wall, or your legs are fitted with mine-guarded treads.
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Man I kind of miss tank controls sometimes.

There was this sort of satisfaction in figuring out "wait what the fuck is up with this control scheme?", especially in the early days of 3D games.

You had to master the controls, and when you did, it felt good. Like in old MGS and RE. Nowadays everyone does a third-person shooter the same for example. It's sort of boring.
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>>322913364
>Why did tank controls die?
because modern hardware on both pc and consoles can handle not being forced to show a prerendered background without looking like shit
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>>322923561
Rage would like a word with you.
Thread replies: 23
Thread images: 5
Thread DB ID: 380773



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