After some rather extensive periods of both puzzled frustration and as thorough investigation as I can manage in a field that is typically rather difficult to define, I’ve decided to make a post regarding SOME of the issues with the Guildwars UI and camera control systems in terms of player input and perception.
Note that I say “some” mostly because I know there are more issues that I’m having with the control scheme than what will be included in this post, but its an area that I find fairly difficult to evaluate because so much relates to concepts that I have previously dealt with instinctively and in terms of how they “feel” rather than having to quantify objectively. So, bear with me as I fumble my way through some of these issues!
Also note that these are observations made based on my personal experience and whilst they may not apply to everyone, they are certainly common to a number of my Guildwars 2 aqquaintances.
I’ll start simple and work my way into the more difficult issues.
1. MAXIMUM CAMERA ZOOM DISTANCE IS NOT VERY…..DISTANT.
I seem to recall observing in some literature somewhere that this was an intentional design decision (although I cannot recall what the cited reason for it was). I can sort of buy this and have seen it in other games at least a few times, but I don’t like it at all and additionally there is one particular glaring issue with it that leaps right out at me and waves it arms about. NOT ALL CHARACTERS ARE THE SAME SIZE.
This is a matter rooted firmly in perception, since the actual environmental exposure for a smaller character is in fact no larger than that available to a bigger character, but the amount of space onscreen that some of the tall, bulky avatars take up relative to the smaller ones certainly makes it SEEM as if the view distance is significantly different in each case. It contributes to a requirement that players spend more time shifting the camera about to view their surroundings (see points 2 and 3) as well as a claustrophobic screen feel for those of my characters that I have opted to make chunky.
2. CAMERA ROTATION SPEED IS VERY, VERY SLOW.
I have again read on several occasions that this is a design choice rather than a technical limitation which I admit I find fundamentally difficult to swallow. Is the aim here to achieve some sort of pseudo-realism in terms of response to external stimuli or something? Is the camera trying to simulate a person having to react and then respond to events happening around them in a realistic frame of time and movement? I’m not really sure, but personally I find that this latency of rotational movement leads me to overcompensate in a lot of circumstances TRYING to rotate my camera at a speed which the game deliberately prevents.
It feels very counterintuitive as well as unresponsive and to be honest I have resorted to seriously ramping up the hardware DPI setting on my mouse just to attempt to offset this, which I dont feel should be at all necessary and has only provided limited success to boot. I would be interested in hearing the reasoning behind this particular limitation.
3. ACCELERATION/DECCELERATION DURING CAMERA ROTATION.
This issue ties in to some degree with the issue above. The rate at which acceleration/decceleration of movement occurs when rotating the camera feels very strange to me. It almost feels as if there is a cap to how fast the rotation will accelerate or deccelerate unless I really jerk the mouse hard, at which point it will spin crazily in a not very useful manner. Acceleration is not a feature of mouse based movement that I generally view favourably in most circumstances and this is no exception.
To my mind acceleration does nothing but provide an additional factor for the human brain to compensate for during mouse movement. This problem is compounded by the fact that the rate of acceleration/decceleration feels so exaggerated or like it has a substantial “wind up/down” in Guildwars 2.
This draws out the relatively simple procedure of turning my character by requiring that I not only pay attention to all the things already happening on my screen, but also having to instinctively try and grasp how much “lead” time I require during my camera rotation to accomodate for the front and back end acceleration/decceleration. Again, a fact made worse by the seemingly exaggerated nature of the “speed up” and “slow down” of the camera during rapid movement.