I like the idea this guy has with these videos (I checked another one out before too) but to me it would be way better if his wife was actually talking. He has smart things to say but it gets...
I like the idea this guy has with these videos (I checked another one out before too) but to me it would be way better if his wife was actually talking. He has smart things to say but it gets rather boring to listen to a narrator for 15 minutes. The introduction is fine but then I feel his wife ought to take over and just talk as she plays. Then maybe he could finish the video with a closing part.
You might like the channel Girlfriend Reviews then. Basically this but entirely from the point of the wife (or in this case, girlfriend). A lot of the videos are just about the experience of...
You might like the channel Girlfriend Reviews then. Basically this but entirely from the point of the wife (or in this case, girlfriend). A lot of the videos are just about the experience of watching someone else play the game tho.
So, I noticed these pop up quite a bit, recently. Are those actually the honest opinion of his girlfriend? It sometimes sounds a bit staged or at least spiced up for comedy.
So, I noticed these pop up quite a bit, recently. Are those actually the honest opinion of his girlfriend? It sometimes sounds a bit staged or at least spiced up for comedy.
They did a Q&A a bit ago and they explained that the boyfriend writes the scripts based on the feedback the girlfriend gives. He is a writer by profession, so that might be where it might come off...
They did a Q&A a bit ago and they explained that the boyfriend writes the scripts based on the feedback the girlfriend gives. He is a writer by profession, so that might be where it might come off spiced up.
Follow up to this: https://youtu.be/5LdenlAKb2g Super interesting how a novice gamer can use personally intuitive solutions that the developer had not intended. I definitely had my share of...
Super interesting how a novice gamer can use personally intuitive solutions that the developer had not intended. I definitely had my share of knowing how a developer wanted me to solve a problem, but cheesing it so that I could make a circuit with swords or dumped all my stuff on no stuff island before the challenge activated so I could just pick up my stuff and slay all of everybody.
I thought the little factoid that she prefers inverted camera was interesting - I mostly play PC games where the camera is controlled by your mouse, and when I first started playing Breath of the...
I thought the little factoid that she prefers inverted camera was interesting - I mostly play PC games where the camera is controlled by your mouse, and when I first started playing Breath of the Wild I couldn't figure out why it felt so wonky. Until my partner suggested inverting the camera.
It’s a mental model thing. If you think of your controller as operating your field of view the standard configuration makes more sense. If you’re accustomed to thinking of yourself as operating a...
It’s a mental model thing. If you think of your controller as operating your field of view the standard configuration makes more sense. If you’re accustomed to thinking of yourself as operating a camera, though, the inversion feels more intuitive. The scrolling behavior on phones vs. computers that he mentions (before Apple went and changed it for computers) is another example.
IMO the smartphone scroll is a different issue. On a smartphone you mentally move a physical surface (like a piece of paper). You move exactly the pixels underneath your thumb. Changing that makes...
IMO the smartphone scroll is a different issue. On a smartphone you mentally move a physical surface (like a piece of paper). You move exactly the pixels underneath your thumb. Changing that makes no more sense.
People who think in "inverted" terms for camera control are thinking of it as directly moving a physical camera. Imagine having a yoke that controls the plane of the screen and that's how they're...
On a smartphone you mentally move a physical surface (like a piece of paper).
People who think in "inverted" terms for camera control are thinking of it as directly moving a physical camera. Imagine having a yoke that controls the plane of the screen and that's how they're thinking of manipulating it.
I haven't played too many modern games ("modern" = 3D and made in the last 15 years) but one thing I'm often frustrated by is how narrow my field of view feels when enemies can come from any side....
She also continued her long standing battle against her greatest video game foe: the camera.
I haven't played too many modern games ("modern" = 3D and made in the last 15 years) but one thing I'm often frustrated by is how narrow my field of view feels when enemies can come from any side. Turning the camera or my character/weapon feels slow and I become frustrated and feel like I'm wearing blinders, and I hate the feeling that my super-capable character is unable to do something I can do easily like quickly turn my head or have peripheral vision. I think VR will fix a lot of the camera problems that stymie many non- or occasional-gamers.
[she used the lock-on feature to centre the camera, which was an unexpected use of it]
You might not guess it from my username but I haven't played much Zelda since Majora's Mask (not so much a lack of interest as a lack of time or money) but I remember in the N64 era of Zelda games (the first 3D ones) this behaviour was the standard way of controlling the camera. The game would try to put the camera somewhere logical but if you wanted to explicitly move it your only option was to use the "Z-targeting" button (normally used to lock your focus on an enemy) to force the camera behind yourself.
The catch-22 here of course is that VR promises to be relatively expensive for the foreseeable future, which is a steep barrier for the non-gamers it might otherwise appeal to! I definitely agree,...
I think VR will fix a lot of the camera problems that stymie many non- or occasional-gamers.
The catch-22 here of course is that VR promises to be relatively expensive for the foreseeable future, which is a steep barrier for the non-gamers it might otherwise appeal to!
I remember in the N64 era of Zelda games (the first 3D ones) this behaviour was the standard way of controlling the camera.
I definitely agree, I was a little surprised to see the author claim otherwise. Breath of the Wild is the game I play the most these days, and I still use the targeting feature to center the camera. I'm a little surprised other people don't.
I think a quote from MKBHD applied to phones a few years ago will soon apply to vr systems: "Good phones are becoming cheap, and cheap phones are becoming good". The oculus quest is half the price...
I think a quote from MKBHD applied to phones a few years ago will soon apply to vr systems: "Good phones are becoming cheap, and cheap phones are becoming good". The oculus quest is half the price of the cv1 on launch. Instead of just a headset and a single tracking camera for seated play, it has full 360 tracking anywhere you want to use it. It is a single package that is fully featured. $400 is around the price of new consoles on launch. With some black Friday sales, the quest is within the price range of a Christmas gift. If you want flagship vr, it is indeed very pricy, and will likely always be. But I can't think of a single consumer product where flagship models are not very pricy. I think this vr generation is just starting the cheap vr wave, and next vr generation will only continue with that momentum.
I like the idea this guy has with these videos (I checked another one out before too) but to me it would be way better if his wife was actually talking. He has smart things to say but it gets rather boring to listen to a narrator for 15 minutes. The introduction is fine but then I feel his wife ought to take over and just talk as she plays. Then maybe he could finish the video with a closing part.
You might like the channel Girlfriend Reviews then. Basically this but entirely from the point of the wife (or in this case, girlfriend). A lot of the videos are just about the experience of watching someone else play the game tho.
So, I noticed these pop up quite a bit, recently. Are those actually the honest opinion of his girlfriend? It sometimes sounds a bit staged or at least spiced up for comedy.
They did a Q&A a bit ago and they explained that the boyfriend writes the scripts based on the feedback the girlfriend gives. He is a writer by profession, so that might be where it might come off spiced up.
That's pretty much exactly how it sounds, lol. I'm okay with it, just curious.
Follow up to this: https://youtu.be/5LdenlAKb2g
Super interesting how a novice gamer can use personally intuitive solutions that the developer had not intended. I definitely had my share of knowing how a developer wanted me to solve a problem, but cheesing it so that I could make a circuit with swords or dumped all my stuff on no stuff island before the challenge activated so I could just pick up my stuff and slay all of everybody.
I thought the little factoid that she prefers inverted camera was interesting - I mostly play PC games where the camera is controlled by your mouse, and when I first started playing Breath of the Wild I couldn't figure out why it felt so wonky. Until my partner suggested inverting the camera.
It’s a mental model thing. If you think of your controller as operating your field of view the standard configuration makes more sense. If you’re accustomed to thinking of yourself as operating a camera, though, the inversion feels more intuitive. The scrolling behavior on phones vs. computers that he mentions (before Apple went and changed it for computers) is another example.
IMO the smartphone scroll is a different issue. On a smartphone you mentally move a physical surface (like a piece of paper). You move exactly the pixels underneath your thumb. Changing that makes no more sense.
People who think in "inverted" terms for camera control are thinking of it as directly moving a physical camera. Imagine having a yoke that controls the plane of the screen and that's how they're thinking of manipulating it.
I think I kinda get it, but IMO it's just confusing to call smartphone scrolling "inverted". It's "grab to drag".
I haven't played too many modern games ("modern" = 3D and made in the last 15 years) but one thing I'm often frustrated by is how narrow my field of view feels when enemies can come from any side. Turning the camera or my character/weapon feels slow and I become frustrated and feel like I'm wearing blinders, and I hate the feeling that my super-capable character is unable to do something I can do easily like quickly turn my head or have peripheral vision. I think VR will fix a lot of the camera problems that stymie many non- or occasional-gamers.
You might not guess it from my username but I haven't played much Zelda since Majora's Mask (not so much a lack of interest as a lack of time or money) but I remember in the N64 era of Zelda games (the first 3D ones) this behaviour was the standard way of controlling the camera. The game would try to put the camera somewhere logical but if you wanted to explicitly move it your only option was to use the "Z-targeting" button (normally used to lock your focus on an enemy) to force the camera behind yourself.
The catch-22 here of course is that VR promises to be relatively expensive for the foreseeable future, which is a steep barrier for the non-gamers it might otherwise appeal to!
I definitely agree, I was a little surprised to see the author claim otherwise. Breath of the Wild is the game I play the most these days, and I still use the targeting feature to center the camera. I'm a little surprised other people don't.
I think a quote from MKBHD applied to phones a few years ago will soon apply to vr systems: "Good phones are becoming cheap, and cheap phones are becoming good". The oculus quest is half the price of the cv1 on launch. Instead of just a headset and a single tracking camera for seated play, it has full 360 tracking anywhere you want to use it. It is a single package that is fully featured. $400 is around the price of new consoles on launch. With some black Friday sales, the quest is within the price range of a Christmas gift. If you want flagship vr, it is indeed very pricy, and will likely always be. But I can't think of a single consumer product where flagship models are not very pricy. I think this vr generation is just starting the cheap vr wave, and next vr generation will only continue with that momentum.
VR is also deeply unfriendly to casual users as it vigorously triggers motion sickness and disorientation.