Vehicle Feel Masterclass: Balancing Arcade Accessibility with Simulation Depth

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  • Опубліковано 23 чер 2020
  • In this 2018 GDC talk, Criterion Games' Matthew Harris explore good principles for video game vehicle design that can apply to everything from racecars and X-Wings.
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КОМЕНТАРІ • 23

  • @TigerBears11
    @TigerBears11 4 роки тому +13

    I think when it comes to vehicle feel, Days Gone is a phenomenal example. Not to mention the importance of the bike in that game, it ends up feeling like another part of your character and you treat it as such and become as experienced with that as you do with the most basic things like moving and shooting.

  • @Nathankinamorh
    @Nathankinamorh 4 роки тому +11

    Incredibly informative presentation. Wow, take notes.

  • @LeonidThe90sKid
    @LeonidThe90sKid 4 роки тому +18

    Criterion made many great games but Burnout 3 was their finest work!

    • @Nathankinamorh
      @Nathankinamorh 4 роки тому +1

      Burnout Revenge, first HD remaster ever made. The traffic checking mechanic adds a whole new paradigm to game play.

    • @thatdotadev
      @thatdotadev 7 місяців тому

      Car game I played the most. That takedown mechanic and feel was amazing!

    • @aidssmh
      @aidssmh 4 місяці тому

      funny thing, i came here from a reddit link that someone sent me under my post about making burnout 3 physics

  • @artoodiitoo
    @artoodiitoo 3 роки тому +2

    I think Insane nailed combining arcade and simulation vehicle physics back in 2001,
    if anyone knows the game you know what I´m talking about.
    In short, it has very good feeling softbody physics and damage model combined with arcade game modes, like return the flag while racing offroad machines,
    that you could play in online multiplayer too, it was like no other game before or since.
    The handling model felt very real while still being easily accessible, maybe because most vehicles were 4WD (or more).
    It had some of the first force feedback support (and maybe controller vibration support too?), even the revs of the engine would vibrate the wheel :D
    The maps were 1 square km areas, that looped when you got to the edge, and you could drive anywhere on them. It gave a feeling of freedom like nothing else.
    Sadly, no one seems to remember it.

  • @Madash023
    @Madash023 3 роки тому +2

    Fantastic talk with a lot of great insight. You mentioned camera-led and vehicle-led systems, but it would have been interesting to hear some insight on decoupled or partially decoupled systems too, such as where the player controls the orientation of the camera with the mouse while independently controlling the vehicle with the WASD keys (like World of Warships or KSP).

  • @cokeforever
    @cokeforever 4 роки тому +2

    good talk, mostly as a summ up of obvious and established approaches to vehicle behavior design - nothing new, but still a great summ up. Thanks for the talk

  • @user-io1bz9ky9c
    @user-io1bz9ky9c 3 роки тому

    Nice session.

  • @fanzhang7892
    @fanzhang7892 3 роки тому +1

    Impressive ! Is there a pdf ?

  • @nichtolarchotolok
    @nichtolarchotolok 4 роки тому +3

    had to check if i was set at 1.25x speed. Good talk nonetheless

  • @Fruitysfaction
    @Fruitysfaction 4 роки тому +6

    This was an excellent talk. I liked the content and how it was presented. Pace was fast yet easy to follow and language was clear. But I disagree with some points for example where the speaker praised the "long and satisfying" drifts due to several assists. Vehicles feel out of control most of the time while playing Need For Speed Most Wanted because the assists prevent physics simulation that you expect as a player. NFS are strong arcade games targeted at kids where input complexity is reduced to a minimum what is the very reason why it the game is not entertaining to older people.

    • @NeverduskX
      @NeverduskX 4 роки тому +4

      NFS isn't strictly targeted towards kids, but for a somewhat more casual audience than Forza. Sim-cade racing games put fun over simulation, and not everyone (adults included) strictly want pure realism out of a racing game. Of course, everyone has their own preference

  • @phlegios
    @phlegios 4 роки тому +2

    Lol, citing Downward Thrust. What is this world coming to...

  • @gyrfalcon23
    @gyrfalcon23 4 роки тому +5

    i wish that it didn't feel like he was reading a script for the whole presentation

    • @Nathankinamorh
      @Nathankinamorh 4 роки тому +13

      Something tells me the presentation was a group effort and he was the motivator most comfortable with public speaking.

    • @gyrfalcon23
      @gyrfalcon23 4 роки тому +2

      @@Nathankinamorh you may be right

    • @THEM0J0MAN
      @THEM0J0MAN 2 роки тому

      Noticed this too
      Not good watching but listening is okay

  • @RSProduxx
    @RSProduxx Рік тому +1

    NFS simcade? Lol, no...
    I know he probably HAD to include it as a "competitor" to Forza, cause EA- studio... but seriously man...

    • @IPlayKindred
      @IPlayKindred 8 місяців тому +3

      🤓-

    • @shablam0
      @shablam0 2 місяці тому +1

      It's definitely arcadey for sure, but it's more of a simulation than something like Mariokart & Burnout. Notably he did put it closer to Arcade than Forza so I think it's still a fairly accurate graph.