For all you guys saying that ragdolls aren’t doable, that’s not really so true.
And while I wouldn’t keep from buying Brink because it’s missing ragdolls, I can totally understand the frustration of someone who’s been playing games in modern years. I mean, look at Overgrowth. It’s a stand alone preproduction game developed by a tiny team taking donations, and they’ve got ragdolls and decent hand to hand, leg IK on hills, animations that scale, and a whole bunch of nice tech that makes the interactions between the players, their environments, and themselves much more involving.
Pre-canned animations suck pretty bad for 2011. I’m sorry, it’s the truth.
Imho, things that are pretty necessary these days, and games that did them well:
Dynamic animations:
Animations that aren’t played, but blend well into others. I’m not talking about post Quake 3 head, toros, and leg animations, that even the original Halo missed. I’m talking about nuanced animations that alternate, or blend to form more dynamic characters, rather than stagnant animation cycles.
Inverse Kinematics:
Granted, ET:QW had IK that the cyclops used on its legs when walking up/down hills, and it was only slightly wonky, but for some reason this was completely skipped on the characters.
Decent facial animations:
When did we forget how to use LOD meshes? Uniform geometric density is nice and clean if someone’s looking at your wires, but the face is a pretty complex structure and should have the right amount of geometric detail to allow for decent animations. Facial animations for characters in many games suck real bad. I’ve done it before just to learn it, and indeed, its obviously a full time thing, but the investment is well worth it, I think. If not, why would one waste time doing characters anyway if they’re going to be unbelievable when they open their mouthes?
Ragdolls:
HL2 did it some 7 years ago really well. Cats only live for 14 years, so step on it.
Animations that fit the game:
In my opinion, bunny hopping died because animations never quite matched the movement. While bunny hopping was a glitch in the original Quake, it essentially was not in the rest of the series and W:ET/ET:QW. And in the future, it won’t exist. Why? Because when you pick up speed while running, you jump, but you’re not hopping. Things like the lean in Q3 and years into Quake 4(after I constantly nagged SyncError) helped compensate for the awkwardness of the movement a bit, but not all the way.
Anyway. Yeah. Game needs better suspension of disbelief.


