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(Proposal) Cinimatic EvE

Author
Ruze
Next Stage Initiative
#1 - 2013-04-28 17:01:31 UTC  |  Edited by: Ruze
So, I watched the Origins trailer last night. Another awesome production by CCP. But after I watch those trailers, I'm always left a little bit bitter, because as amazing as EvEs graphics are, they don't look like that. The concept I'm describing here is for gameplay, not trailer making (as many of those options are in game if you properly manage the camera), but would benefit both.

I realized something about our graphics, though: they actually do look like the trailers. In fact, they look better in a lot of ways, from our avatars to the ships themselves. Only real problem is the camera angles. Those great close ups and 'on the field' angles add a sense of action and intensity that EvE gameplay generally lacks. Its not a matter of post rendering, but controlling the point of view.

And if your like me, you're spending your seconds locking targets, controlling drones, and watching local.

The solution? Automated camera presets.

Step 1: Camera angles. Anchor points and settings for zoom and any motion on various ships and points in space. Close up of the turrets as the extend. Zoom to the ship that just warped in. Watch your ship warp away from the acceleration gate as you enter the deadspace. Zoom to the ship thats exploding, or check out that hull thats on fire. Follow the missiles in flight, or a single arty round from gun to target.

The secret is multiple views of these cool actions. The more angles and options, the more variation and less boredom/repetetiveness.

Step 2: Events. These judge what the camera focuses on as a priority. Why follow your missiles when an enemy just warped in? Each event has several camera angles associated with it, allowing to be drawn from to ensure diversity.

Step 3: Control. Full cinimatic mode starts choosing angles whenever you enter space. Partial lowers the frequency of shifts and returns to the default view after the event. By choice lets you set which events get attention. Or turn it off completely.

Coordinate music changes and allow the overview to be made less opaque during events, and you've turned basic missions into a ccp trailer!

Typed on my kindle. Pardon the errors.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

ExAstra
Echoes of Silence
#2 - 2013-04-28 17:41:02 UTC  |  Edited by: ExAstra
I want Heatseeker style impact cam kills!

But yes, I agree. More camera angles would certainly be nice. I don't even know how people manage to capture some of their shots in the "safety", but I would definitely like to see separate anchor points for the camera around the ship. Even just for a simple screenshot, too many times I've found myself limited by the in-game camera, and have had to adjust and re-adjust my ship countless times to get it into a position where that "perfect shot" is finally attainable by the stupid radial-arc camera (sorry CCP I actually love the camera I didn't mean that)

Can you elaborate further on that "event" camera thing? I'm assuming you're meaning a sort of situational-awareness friendly cam?

Seriously though. Impact cam.

Edit: messed up the link whoops

Save the drones!

Ruze
Next Stage Initiative
#3 - 2013-04-28 18:01:49 UTC
Events would be what decides the focus of the camera. They control where your looking, so you still can understand whats happening. They are a bit of situational awareness, and the constantly shifting focuses and angles are what conveys the action.

Right now theres one event and focus: our ship. We can manually shift this to see the enemies ship, for example, but when its no longer the focus, its back to looking at our ship.

So lets set a script for a cinematic event. The scene is a player undocking, warping toa stargate, and jumping. We have all done it a hundred times, and you should know exactly what it looks like. But here's what cinema would do.



You undock, and a follow cam shows your ship flying the long dark tunnel into space. A switch puts the angle near the doorway, static, turning as your ship flies past to show the size and scope. Flash out to a turret that zooms into a view of your ship (no animation necessary, just give the impression its tracking you). As you prepare for warp, angle to the default view of your ship as the boom hits and you enter the tunnel.

By managing the events, you can tell the client when to shift, how often, and how long to keep focused.


Now when your at a belt and a rat warps in, switch from the serene purusal of local space as you sit mining away, turn on the dramatic music and watch as it unfurls its weapons.

Each event is given a weight, so it knows whats more important. Watch the ship explode instead of looking at a drone, that kind of thing.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

ExAstra
Echoes of Silence
#4 - 2013-04-28 18:36:29 UTC
I would imagine the work required to go into that (and making it actually good and enjoyable and not a floppy gimmick) would be rather high.

Needless to say I do like the idea and it would add a bit of theatrical life to our beloved game. I think I'd also just like more anchors for the camera. As of right now it's (approximately) dead center of the ship.

I'd like at least a fore and aft pivot point, using an extended datum by maybe 250-500 meters.

Save the drones!

Alx Warlord
The Scope
Gallente Federation
#5 - 2013-04-28 20:39:58 UTC
An automated AI to act like a camera director? to try to put most of the important things on the screen? Nice!!!
Ruze
Next Stage Initiative
#6 - 2013-04-28 23:08:53 UTC
ExAstra wrote:
I would imagine the work required to go into that (and making it actually good and enjoyable and not a floppy gimmick) would be rather high.

Needless to say I do like the idea and it would add a bit of theatrical life to our beloved game. I think I'd also just like more anchors for the camera. As of right now it's (approximately) dead center of the ship.

I'd like at least a fore and aft pivot point, using an extended datum by maybe 250-500 meters.


If I were to hazard a guess, you'd have to setup individual camera locations and their focus on each ship. One turret/launcher per side, as well as front and rear locations, and 3/4's shots. That hazards about 10 camera anchor points per ship. Once you learn what to focus on, it would be more time consuming I think then difficult, attaching and focusing (how tight a shot, from how far away, etc) each anchor. Then you'd want one or two 'point of view' camera angles that can be aimed at other locations/ships, etc, where there's a partial view of the ship focusing off towards the target.

Then about five locations per station type (hanger doorway x2, at least two turrets, maybe a moving shot that gets the scale of the station by traveling up and down/across it before focusing on the character.

Gates would have one camera on the billboard, two on a few turrets, and a couple close range and long range zooms to provide either size or the feeling of loneliness (tied to how many people are in system, maybe).

Roids, sites, and complexes would have a collection of multiple focus camera's at close range and long range to display the environment.

Deadspace gates would have a few shots similar, including one dynamic down the pipe shot.

Finally, the most difficult I feel, would have to focus on missiles and beams/rounds. These anchors would move with the length of the shot, showing start to finish. This would be the impact shot, where it starts at your artillery piece and follows that heavy hunk of hell all the way into your opponents hull. Very dramatic, though I'm not sure if it's as easy to code if it's not it's own entity.

All in all, several hundred if not over a thousand possible unique camera positions and settings. A major endeavor. But one which changes the game from it's current feeling of 'pretty ship dead center in the screen all the time' to 'a cinematic experience unlike any other'.

And this is just for gameplay. Add the battlerecorder and such ideas ... yeah, could have a huge impact on player made creations.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Ruze
Next Stage Initiative
#7 - 2013-04-29 12:43:46 UTC
Some may wonder whether this is used just for PvE, or can it affect all forms of gameplay? I argue that it can be used for everyone.

In PvP, the view could change often between looking at their ship, watching the turret they extricate, to getting large pictures of the battlefield, to seeing how others see you. The idea of switching the camera at a dramatic moment (like, the arrival of 40 of his buddies via hotdrop) would add an extra edge.

In PvE, we've all played the missions where the enemy battleships uncloak off in the distance and you realize it's a trap. Now, what used to only be explained via local, can get a lot more vivid and interactive.

And mining/hauling ... you slow down the camera changes alot, and instead of intense close ups you go for sweeping, moving views of space. The grandeur and beauty of the game can be better displayed.

Sound score, though, is also important. If you've done missions, you know what it's like to go through that deadspace and have the eve music turn into something ... more. It might have gotten your blood pumping a little, and definitely put me at the edge of my seat expecting something good. But the mission was the same, and there I sat looking at my ship and targeting enemies using my overview that were km away.

With the changes in event and camera focus, it would be very important to feed back and give more musical cues. A dramatic turn when the player dies. A victorious beat when that enemy ship explodes. A rushing drum as the enemy flies off and retreats. The ominous notes of a ship uncloaking off in the distance.

Tie the sound in with this, and you will truly change how EvE is perceived, without changing how EvE is played. At any point the camera can be centered on your ship. At any point you can right click the ship that is the focus, or use your overview. This wouldn't supersede or change gameplay at all, just the perception of it. But it's the difference between a very standoffish and lackluster view of this beautiful world, and one with more action and impact to it.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Velicitia
XS Tech
#8 - 2013-04-30 17:14:55 UTC  |  Edited by: Velicitia
You have this (sort of) already in the escape menu. Not ingame atm, so the name might be off, but IIRC it's "Advanced camera controls".

lets you set one object as the anchor (e.g. a jetcan), and another object as the target (e.g. a rifter) so you get a flyby, or some of the other camera effects that they show in the trailers...

trouble is, you'll only ever get one "take" (unless you're flying with blues, or RvB, or other people equally interested in making a movie over blowing you up).

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Ruze
Next Stage Initiative
#9 - 2013-04-30 17:24:46 UTC  |  Edited by: Ruze
Velicitia wrote:
You have this (sort of) already in the escape menu. Not ingame atm, so the name might be off, but IIRC it's "Advanced camera controls".

lets you set one object as the anchor (e.g. a jetcan), and another object as the target (e.g. a rifter) so you get a flyby, or some of the other camera effects that they show in the trailers...

trouble is, you'll only ever get one "take" (unless you're flying with blues, or RvB, or other people equally interested in making a movie over blowing you up).


I think that I'm not conveying that this isn't for trailers, but actual gameplay. Instead of spending the majority of your time in space looking at your own ship, it would act as an automated camera and constantly change your view and focus, while also giving priority to important 'scenes', such as targets exploding and/or new enemies approaching, etc.

The fact that it would make in-game recordings easier to make our own trailers is actually just an extra benefit.

But you are right. Many of the mechanics are already there. Including using one object as the anchor and focusing on another. Many creative and talented players use those camera controls to make awesome vids, for sure.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Velicitia
XS Tech
#10 - 2013-04-30 22:51:38 UTC
Ruze wrote:
Velicitia wrote:
You have this (sort of) already in the escape menu. Not ingame atm, so the name might be off, but IIRC it's "Advanced camera controls".

lets you set one object as the anchor (e.g. a jetcan), and another object as the target (e.g. a rifter) so you get a flyby, or some of the other camera effects that they show in the trailers...

trouble is, you'll only ever get one "take" (unless you're flying with blues, or RvB, or other people equally interested in making a movie over blowing you up).


I think that I'm not conveying that this isn't for trailers, but actual gameplay. Instead of spending the majority of your time in space looking at your own ship, it would act as an automated camera and constantly change your view and focus, while also giving priority to important 'scenes', such as targets exploding and/or new enemies approaching, etc.

The fact that it would make in-game recordings easier to make our own trailers is actually just an extra benefit.

But you are right. Many of the mechanics are already there. Including using one object as the anchor and focusing on another. Many creative and talented players use those camera controls to make awesome vids, for sure.



trouble is -- as cool as it looks, it's massively disorienting if you're in the middle of something and the camera's doing exactly the opposite of anything useful just so things look pretty.

also, they may have broken it because it's being daft right now (or i'm not using it right, which may be more the case Smile)

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Ruze
Next Stage Initiative
#11 - 2013-04-30 23:57:04 UTC
Velicitia wrote:
Ruze wrote:
Velicitia wrote:
You have this (sort of) already in the escape menu. Not ingame atm, so the name might be off, but IIRC it's "Advanced camera controls".

lets you set one object as the anchor (e.g. a jetcan), and another object as the target (e.g. a rifter) so you get a flyby, or some of the other camera effects that they show in the trailers...

trouble is, you'll only ever get one "take" (unless you're flying with blues, or RvB, or other people equally interested in making a movie over blowing you up).


I think that I'm not conveying that this isn't for trailers, but actual gameplay. Instead of spending the majority of your time in space looking at your own ship, it would act as an automated camera and constantly change your view and focus, while also giving priority to important 'scenes', such as targets exploding and/or new enemies approaching, etc.

The fact that it would make in-game recordings easier to make our own trailers is actually just an extra benefit.

But you are right. Many of the mechanics are already there. Including using one object as the anchor and focusing on another. Many creative and talented players use those camera controls to make awesome vids, for sure.



trouble is -- as cool as it looks, it's massively disorienting if you're in the middle of something and the camera's doing exactly the opposite of anything useful just so things look pretty.

also, they may have broken it because it's being daft right now (or i'm not using it right, which may be more the case Smile)


First, this is why not only is there an option to remove it, but slow it down, or simply disengage it during combat.

A counterargument I would host, though, is that EvE is one of the few games where such a cinematic experience is possible.
You can almost completely manage your gameplay from the overview. We spend more time during combat looking at our own ship (or in some cases, past it), than at any type of target or event. The simple truth is that EvE can benefit from this where a simulator or first-person shooter would ruin the experience.

Would we all be able to simply sync with the methodical camera changes? No. For many older players, this would be turned off in favor of what they know, and I think CCP should always support that. But for those who feel adventurous or new players, it could really help spice up the game, making even flying to another system an event worth watching.


As a side note, the topic of scripting events so that the camera changes focus was covered. On average, we want it to see our targets or new targets first and foremost.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Harry Forever
Pandemic Horde Inc.
Pandemic Horde
#12 - 2013-05-06 10:39:17 UTC
great ideas, thats exaclty what needs to be moved forward, it would give a much better feeling on the fight and whats going on while flying around in space
ExAstra
Echoes of Silence
#13 - 2013-05-06 11:34:52 UTC
Ruze wrote:
Velicitia wrote:
Ruze wrote:
Velicitia wrote:
/snip
/snip



trouble is -- as cool as it looks, it's massively disorienting if you're in the middle of something and the camera's doing exactly the opposite of anything useful just so things look pretty.

also, they may have broken it because it's being daft right now (or i'm not using it right, which may be more the case Smile)


First, this is why not only is there an option to remove it, but slow it down, or simply disengage it during combat.

A counterargument I would host, though, is that EvE is one of the few games where such a cinematic experience is possible.
You can almost completely manage your gameplay from the overview. We spend more time during combat looking at our own ship (or in some cases, past it), than at any type of target or event. The simple truth is that EvE can benefit from this where a simulator or first-person shooter would ruin the experience.

Would we all be able to simply sync with the methodical camera changes? No. For many older players, this would be turned off in favor of what they know, and I think CCP should always support that. But for those who feel adventurous or new players, it could really help spice up the game, making even flying to another system an event worth watching.


As a side note, the topic of scripting events so that the camera changes focus was covered. On average, we want it to see our targets or new targets first and foremost.

As a further point, implementing a target watch camera within the selected targets would help mitigate certain issues.

As far as I'm concerned, the "Advanced Camera Menus" are a total joke unless you're filming. It takes time and effort to get that thing to do more than just do wonky loops and random panning.

Save the drones!

androch
LitlCorp
#14 - 2013-05-06 12:17:33 UTC
why do people bother posting ideas like this... ccp never listens to them nor does anyone care
Ruze
Next Stage Initiative
#15 - 2013-05-06 13:01:47 UTC  |  Edited by: Ruze
androch wrote:
why do people bother posting ideas like this... ccp never listens to them nor does anyone care


Because in 2008 I was posting things like this: http://oldforums.eveonline.com/?a=topic&threadID=831762

And by 2009 it was already implemented.

You have to try. Sometimes we're thinking what they are, and they just need a little push to get it rolling. Sometimes they're already working on it. And sometimes they look at it and take it up the chain.

Don't think that just because a Dev doesn't post in these, they don't read them. There's politics there, too. Every time a dev posts, you can rest assured it almost always becomes a flame war afterward. And if they show support or approval, however small that is, to one suggestion, players expect dev responses to all good suggestions, or begin cussing about how *this* idea is not as important as *that* idea.

Plus, a lot of the code monkeys aren't very talkative. And this idea specifically is a code-monkey problem, programing the camera to do more than it currently does. The art department is there, and the UI addition is small. It doesn't affect gameplay or the EvE servers in the sense of adding any new modules or ships or skills, and it would have to be refined to make it effective, meaning plenty of in-house testing.

But hopefully, it catches attention.

Now, if your stating that this idea is useless because nobody cares about it?

I can prove you wrong. Blink

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Meditril
Hoplite Brigade
Ushra'Khan
#16 - 2013-05-06 13:26:49 UTC
First, if you are busy PVPing the least thing you want is that some kind of AI arbitrarily changes your point of view and confuses you. Especially if you are in a Nano-Ship where you have to be careful not to get into anyones scram/web range.

Saying that, I agree that it is annoying that you usually do not see much of EVEs great graphics. Most of the time my ship is a dot, as well as the enemy. What I would find useful is to be able to create "sub-windows" in my main window where I can specify the perspective. E.g. I would open two sub-windows. Ohne showing my own ship in close zoom and the other showing the enemy ship where I currently have the focus at. So I could watch how missiles etc. are hitting my or the enemy ship at the smae time.
Ruze
Next Stage Initiative
#17 - 2013-05-06 13:32:02 UTC
Meditril wrote:
First, if you are busy PVPing the least thing you want is that some kind of AI arbitrarily changes your point of view and confuses you. Especially if you are in a Nano-Ship where you have to be careful not to get into anyones scram/web range.

Saying that, I agree that it is annoying that you usually do not see much of EVEs great graphics. Most of the time my ship is a dot, as well as the enemy. What I would find useful is to be able to create "sub-windows" in my main window where I can specify the perspective. E.g. I would open two sub-windows. Ohne showing my own ship in close zoom and the other showing the enemy ship where I currently have the focus at. So I could watch how missiles etc. are hitting my or the enemy ship at the smae time.


You're essentially talking about picture in picture or target cam windows as proposed by posts like this: https://forums.eveonline.com/default.aspx?g=posts&t=232384

Would also be very useful. And as I've admitted, the camera AI would have to be able to be adjusted on and off because in pvp specifically minute ship movements and battlefield awareness can play a much more crucial role. It's not always 'orbit at 1000m'.

This could easily be added by either programming the AI to turn off during pvp, or allowing players to check-mark that option from the escape menu, or by providing a hot key to select/deselect.

Absolutely, positively, it should NOT be forced on anyone who doesn't want it.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Theia Matova
Dominance Theory
#18 - 2013-05-06 13:39:04 UTC
I find current eve camera bit lacking as well.

One little thing that could be improved to increase immersion and feel of eve would be that "look at" command would be changed to "send camera drone". These camera drones then would be send to target at high speed perhaps existing warp / portal animations could be used as the player would see how the drone would travel to target. Once camera drone was launched you could swap freely between the camera drone and your ship. If desired those drones could be destructible somehow.

These drones would also make it possible to explore eves ships in high detail. Imagine flying one of those drones along the titans or capital ships. Seeing how the gun fire and lights of the ship beam to space. Or to see how the missiles impact on the hull of the ship.

This should not require very fancy angles or anything but would give eve already cinematic feel since the camera was bound to something and if it was freely controllable around the ship.

Trii Seo
Goonswarm Federation
#19 - 2013-05-06 15:00:56 UTC
If anything, CCP should start moving easily accessible information (overview) to the main screen, integrating good visuals (EVE has them.) with functionality.

EVE is a good looking game, but it's way better to zoom out, hit tactical overview and watch squares move around - lack of awareness can cost you a fight.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Maximus Aerelius
PROPHET OF ENIGMA
#20 - 2013-05-13 16:05:38 UTC
+1 Very nice idea and good thread.
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