Proceedings of the Seventh International Conference on Motion in Games 2014
DOI: 10.1145/2668064.2668087
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Trade-offs between responsiveness and naturalness for player characters

Abstract: Real-time animation controllers are fundamental for animating characters in response to player input. However, the design of such controllers requires making trade-offs between the naturalness of the character's motions and the promptness of the character's response. In this paper, we investigate the effects of such tradeoffs on the players' enjoyment, control, satisfaction, and opinion of the character in a simple platform game. In our first experiment, we compare three controllers having the same responsiven… Show more

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Cited by 7 publications
(5 citation statements)
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References 37 publications
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“…Dahl & Kraus [87] provide a good starting point for exploring this topic. Normoyle and Jörg [88] look at the trade-off between naturalness of movement and responsiveness of controls. Pignole [89] describes 10 different aspects of how to design controls that feel responsive.…”
Section: A Movement and Actionsmentioning
confidence: 99%
See 1 more Smart Citation
“…Dahl & Kraus [87] provide a good starting point for exploring this topic. Normoyle and Jörg [88] look at the trade-off between naturalness of movement and responsiveness of controls. Pignole [89] describes 10 different aspects of how to design controls that feel responsive.…”
Section: A Movement and Actionsmentioning
confidence: 99%
“…1) Basic Movement: This design element is concerned with the most basic parameters defining the interactive movement of an on-screen object, in most cases the player character. The parameters in question are speed, acceleration, friction, and breaking speed (see [87], [88] and [89]). If the player can jump, the strength of the jump force as well as eventual air friction come into play, too.…”
Section: A Movement and Actionsmentioning
confidence: 99%
“…A group of game designers see game feel as associated with naturalness or realistic presentation (Dahl and Kraus, 2015; Normoyle and Jörg, 2014); of what exactly is unclear, since most games are fictional representations (Juul, 2005). Still, the argument circles around how to make the player feel as if (Larsen, 2015) she is present in the game or transported to another reality.…”
Section: Research Traditionmentioning
confidence: 99%
“…That work studies the delays between the user's input and the processing of that input. The effect of a different source of delays, however, has not been investigated yet: The animation system can create delays of a similar magnitude and even longer delays if high naturalness is being aimed for . This type of delay is different as a longer delay comes with improved motion naturalness.…”
Section: Introductionmentioning
confidence: 99%
“…The effect of a different source of delays, however, has not been investigated yet: The animation system can create delays of a similar magnitude and even longer delays if high naturalness is being aimed for. 9 This type of delay is different as a longer delay comes with improved motion naturalness. In this paper, we are particularly interested in how much delay might be tolerated by the player when it allows the character to move in a more natural way.…”
Section: Introductionmentioning
confidence: 99%