Considering you walk around and don’t have a problem with it, I’d wager that putting a more realistic walk model into a game and changing the control scheme to be a bit more natural would lead to a learnable system for control that would achieve both goals. Say ZMP
> Considering you walk around and don’t have a problem with it...
I think humans are worse than this than you might think. Give it a try! Walk around and try to change directions on the fly, maybe have a friend shout suggestions to you. I can make maybe 2 or 3 adjustments per second, which gives about 400ms response time. That's about where RDR2 sits, and players criticized it for being unresponsive.
Tangential but a lot of sports drills are along these lines.
A great tennis drill is when your coach hits the ball to you and randomly yells "LEFT!" "RIGHT!" or "MIDDLE!" after you've begun your swing. Then you have to hit the ball in that direction. Helps hone your reaction time and helps you to have a "neutral" swing that doesn't telegraph your intentions to an opponent.
People take ~150 ms to react and press a key, the ~400ms in running/walking is because you need to first shift your feet into a new orientation and let gravity change your momentum. The physical distance signals need to travel down the length of your spine, and the need to move your feet is larger distance before any change can occur etc.
Watch a sprinting football player dodge. Their feet go in the opposite direction as they want to move the same way you move an inverted pendulum. If you want the top of an inverted pendulum to move left you move your hand to the right. It still looks very fast because you don’t see the initial ~200ms delay between deciding to doge and the point when their feet start to respond.
Most martial arts will teach their own type of footwork optimized for the style, but it’s common to use a shuffling motion which keeps people’s feet close to the ground. It allows for a more rapid change in direction but is slower and less effective than normal walking if you actually want to get somewhere. Fencing and Kendo want more mobility where wrestling and Judo wants more stability etc.
I played RDR2 and was very happy to walk away from the molasses like movement once finished. It was realistic in both its behavior and cadence and I can emphatically say, give me fantasy (better/faster) movement in a playable fantasy world. Imagine waiting for a real time washer and dryer cycle in a video game because it’s “realism”. There are limits…
There you 'actively' walk and 'manually' keep balance. It's an interesting experience, but it makes walking a conscious act, it becomes something you do.
Arguably that is less realistic than just moving an analog stick, for most people walking is just telling your body to move in direction x.
I really enjoyed that game but I made the mistake of trying to finish my highway before beating what I think was the final boss so I burned out and never finished it.
The default cooperative online mode ends up being a lot less interesting than going at it entirely by yourself offline from start to finish. All the clutter wrecks the immersion/isolation while the freebies end up wrecking the leveling.
Of course there is already measurable lag from when your brain tells your hand and fingers to move, to when they actually move!
An interesting personal anecdote I have:
I damaged my back with bulging disc, which caused horrific sciatica nerve pain.
When I was able to walk again, I had some nerve damage.
This meant I had lag in my left leg!
I’d tell the leg to move instinctively when walking and there would be a delay. The entire walking movement of the leg was present, but just with a noticeable lag!
It was weird!
Eventually it healed fully, or I adjusted. Not sure which! :-)
Yeah a friend of mine had this and he had to get surgery to not lose his left leg to permanent numbness due to the disc pressing on the nerves. I know one other person with the exact same issue and solution, and am also under the impression that without surgery only bad things happen.
I can't see how zero moment point (ZMP) is relevant here? I think what you are saying is why don't we use the same algorithms to control game characters as robots? If its a robot or game character the issue is the same. You can try and predict the next movement but if you are wrong you again have the same problem and the response time suffers even more.
Controllers use analog input for the sticks. I guess you could create a system which uses a dead zone where the player "signals" their intention by partially moving the stick in their desired direction.
This would be incredibly cumbersome though, and the payoff would not be worth it.