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▲ dfxm12 a day ago

99% of the game is concerned with [Mario's movement]. most of Miyamoto’s time is spent on that, and the movement of the camera.

I had to put down too many early 3D action games because of clunky controls and not being able to see what was going on. Maybe horror games (like resident evil) could get away with awkward cameras in the service of jump scares, but it's frustrating when you have to make a jump and the camera, and thus the controls, don't cooperate with you.

▲AdmiralAsshat a day ago | parent | next [-]

Miyamoto's talent has always been in his relentless technical execution and polish. Particularly with the move to 3D, every modern platformer and adventure game owes its basic camera and control to Mario 64. Every modern action game owes its lock-on system (the ability to target individual enemies and move/strafe in relation to the target) to the Z-targeting system from Zelda: OoT.

▲Keyframe a day ago | parent | prev | next [-]

Late Mark Haigh-Hutchinson wrote a great book about real time game cameras "Real Time Cameras: A Guide for Game Designers and Developers". Anyone interested in the topic ought to check it out.

▲MiroslavPokorny 11 hours ago | parent [-]

You arent dead, if you are remembered.

▲frou_dh a day ago | parent | prev | next [-]

In hindsight, the movement in the early Tomb Raider games was really awkward. It didn't feel very human... it felt like an endless loop of rotating a circular tray then putting your foot on the gas.

▲a1o a day ago | parent | prev [-]

It’s been a little while, but I remember Mario 64 having way better camera than many games, even for a while

▲midnightclubbed a day ago | parent | next [-]

The level design helped a lot with the camera. Subsequent games (doing 3d) tried to make more realistically sized spaces where there wasn’t a 6ft area clear behind the character at all times and tied themselves in knots trying to make it work (rather than re-designing levels).

Mario64’s camera was a wonderful piece of design.

▲dogsbarkdogsbyt a day ago | parent [-]

Yeah and the Lakitu framing did a lot of hidden work. The camera isnt an abstract system to them, its a guy on a cloud. So when you hit the C buttons youre not rotating a camera rig, youre asking Lakitu to move. That one fiction makes the controls legible without a tutorial. Id love to see more games steal that trick instead of dumping camera docs in a settings menu.

▲ViktorRay 17 hours ago | parent [-]

That was such a charming part of Super Mario 64.

Especially when you go into rooms with giant mirrors and you can see yourself. As in you can see the camera. Which is the little guy on the cloud. Such a charming wonderfully creative concept.

▲10729287 a day ago | parent | prev | next [-]

… cameras being the main issue of its successor, Mario Sunshine, make Mario 64 even better on this department.

▲endemic a day ago | parent | prev | next [-]

The dedicated buttons to move the camera position were a revelation.

▲mpyne a day ago | parent | prev [-]

Yeah it was light-years better than other games at the time of its release. Even now it’s very playable even though it’s not “fully modern”.