1 00:00:01,360 --> 00:00:03,140 Hey, welcome to New Frame Plus, 2 00:00:03,140 --> 00:00:05,440 a series about video game animation. 3 00:00:05,440 --> 00:00:10,780 We have spend the last month marveling at Red Dead Redemption 2’s tiny little details. 4 00:00:10,780 --> 00:00:15,980 The way your main character’s facial hair grows in real time and requires regular shaving. 5 00:00:15,980 --> 00:00:18,540 The way you have to dress appropriately for the weather. 6 00:00:18,540 --> 00:00:23,180 The way your guy visibly gains or loses weight depending on how much you feed him. 7 00:00:23,180 --> 00:00:27,160 This game seems to have an infinite quantity of those novel elements, 8 00:00:27,160 --> 00:00:31,420 a million tiny recreations of realistic detail from our world. 9 00:00:31,420 --> 00:00:34,340 I want to talk about the animation in Red Dead 2 today, 10 00:00:34,340 --> 00:00:39,600 because animation (naturally) plays a huge role in creating that sense of simulated realism, 11 00:00:39,600 --> 00:00:43,260 and it highlights a question I’ve been pondering for a while now: 12 00:00:50,580 --> 00:00:51,980 To explain what I’m talking about, 13 00:00:51,980 --> 00:00:55,140 let’s look at a particular subset of these animation details: 14 00:00:55,140 --> 00:00:59,480 the way your main character interacts with collectable objects in the game world. 15 00:00:59,480 --> 00:01:03,480 You know: the looting system, the gathering system... that particular stuff. 16 00:01:03,480 --> 00:01:08,200 Say you’ve just survived a shootout and your opponents lay scattered before you... 17 00:01:08,200 --> 00:01:10,300 You can loot all of them, and when you do, 18 00:01:10,300 --> 00:01:12,740 Arthur (your character) will approach them, 19 00:01:12,740 --> 00:01:16,920 bend down, lift them by the collar and pat them down for valuables. 20 00:01:16,920 --> 00:01:19,220 There are multiple versions of this animation. 21 00:01:19,960 --> 00:01:22,640 Say you’re in a building and you want to loot the place… 22 00:01:22,640 --> 00:01:25,120 If you see a collectable item sitting on a table, 23 00:01:25,120 --> 00:01:28,800 just hold the loot button and Arthur will actually reach out, 24 00:01:28,800 --> 00:01:30,899 pick it up and stuff it into his satchel. 25 00:01:30,899 --> 00:01:35,870 He will physically open cupboards and drawers, and grab the contents individually. 26 00:01:35,870 --> 00:01:39,420 Is there a piece of paper or a photo over there you want to check out? 27 00:01:39,420 --> 00:01:42,660 Arthur will approach, pick it up and hold it for you to see, 28 00:01:42,660 --> 00:01:45,880 flipping it over if you like before returning it to its place. 29 00:01:45,880 --> 00:01:48,780 Did you spot an herb out there in the wild that you want to gather? 30 00:01:48,780 --> 00:01:53,539 Watch Arthur kneel down to pluck it, actually strip it of the leaves and bits he wants 31 00:01:53,540 --> 00:01:55,340 then stuff all that into his satchel! 32 00:01:55,340 --> 00:01:56,680 Feeling hungry at camp? 33 00:01:56,680 --> 00:02:00,320 Arthur will actually spoon himself up some stew from the pot, 34 00:02:00,320 --> 00:02:04,060 then you can walk around and eat that stew, bite by bite, at your leisure. 35 00:02:04,060 --> 00:02:08,160 And then he drops the bowl on the ground because I guess we were raised in a barn, ARTHUR. 36 00:02:08,170 --> 00:02:09,860 We’ve all got to live on this hill, man. 37 00:02:09,860 --> 00:02:10,869 Pick up after yourself. 38 00:02:10,869 --> 00:02:13,720 Did that mean old bandit punch your hat right off? 39 00:02:13,720 --> 00:02:17,840 Better go pick it up and put it right back on your head, like that's an EASY thing to do. 40 00:02:17,840 --> 00:02:21,000 You want to head out on foot but then you realize you forgot your rifle? 41 00:02:21,000 --> 00:02:25,500 Well, just head back to your horse and watch Arthur grab the rifle off of his horse’s saddle 42 00:02:25,500 --> 00:02:27,360 and sling it over his shoulder. 43 00:02:27,360 --> 00:02:30,300 Do you realize how HARD that had to have been to get right? 44 00:02:30,300 --> 00:02:34,680 And I know the horses' balls shrinking in cold weather is kind of a played out punchline at this point 45 00:02:34,680 --> 00:02:36,860 but *BLEEP* man, that ACTUALLY HAPPENS. 46 00:02:36,860 --> 00:02:41,660 I feel like we’ve become numb to the fact through sheer repetition but that’s actually real! 47 00:02:41,660 --> 00:02:47,400 I can barely fathom the thousands upon thousands of animations and supplemental animation systems 48 00:02:47,409 --> 00:02:52,140 built into this game, much less the technical wizardry required to make it all actually 49 00:02:52,140 --> 00:02:54,500 look and function the way it was intended. 50 00:02:54,500 --> 00:02:56,260 This is mind boggling. 51 00:02:56,260 --> 00:02:58,380 Most games don’t DO stuff like this. 52 00:02:58,380 --> 00:03:02,020 They don’t actually show these kinds of actions in animation. 53 00:03:02,020 --> 00:03:06,820 And if they DO actually animate some interactions like this, they don’t animate NEARLY this many. 54 00:03:06,820 --> 00:03:11,680 It’s really impressive what Red Dead Redemption 2’s dev team have achieved here. 55 00:03:11,680 --> 00:03:14,980 But the question I’m now left asking as a game animator 56 00:03:14,980 --> 00:03:18,100 (now that my jaw is finally up off the floor) is this: 57 00:03:21,780 --> 00:03:26,480 To what extent does this massive showcase of realistically-animated detail 58 00:03:26,480 --> 00:03:28,860 enhance the Red Dead game experience? 59 00:03:28,860 --> 00:03:34,140 Enough to be worth the thousands of expensive work hours that were no-doubt required to create them? 60 00:03:34,140 --> 00:03:37,240 And I’m not even asking this in reference to the working conditions 61 00:03:37,240 --> 00:03:41,500 and the excessive quantities of unpaid overtime Rockstar demands of its employees 62 00:03:41,500 --> 00:03:44,880 (although that is unquestionably the most important factor here). 63 00:03:44,880 --> 00:03:49,660 But let’s put that aside for a second and just talk strictly in terms of cost-benefit: 64 00:03:49,660 --> 00:03:54,520 is the impact these animations have on the play experience positive? 65 00:03:54,520 --> 00:03:59,880 And is it positive enough to be worth the enormous financial investment required to create them? 66 00:04:00,080 --> 00:04:01,200 On the one hand... 67 00:04:01,200 --> 00:04:02,260 ...maybe so? 68 00:04:02,260 --> 00:04:04,620 I mean, it IS amazing to look at. 69 00:04:04,620 --> 00:04:08,680 And knowing what went into creating it only makes the spectacle more impressive. 70 00:04:08,680 --> 00:04:13,600 There is something to the fact that half of the positive buzz surrounding this game since release 71 00:04:13,600 --> 00:04:17,180 has been the lot of us marveling about all these little details. 72 00:04:17,180 --> 00:04:22,350 It’s not often these days that a AAA game can push fidelity far enough past what its 73 00:04:22,350 --> 00:04:28,100 competitors are doing for us to actually sit up and take notice and 'ooo' and 'ahhh' over it. 74 00:04:28,100 --> 00:04:33,320 That novelty value alone has almost certainly led to SOME increase in sales, right? 75 00:04:33,320 --> 00:04:36,420 But has it led to enough to offset the costs? 76 00:04:36,420 --> 00:04:38,760 Because this stuff IS expensive! 77 00:04:38,760 --> 00:04:42,300 You need skilled animators, you need really skilled technical animators, 78 00:04:42,300 --> 00:04:44,860 and really skilled engineers working with them. 79 00:04:44,860 --> 00:04:46,880 Animation is just EXPENSIVE. 80 00:04:46,880 --> 00:04:51,220 It is a slow process, and every hour of that work costs money. 81 00:04:51,220 --> 00:04:53,820 Is all that money best spent here? 82 00:04:53,820 --> 00:04:58,420 On realistically-rendered simple interactions like picking up a can of beans? 83 00:04:58,760 --> 00:04:59,740 ...Maybe? 84 00:04:59,740 --> 00:05:03,120 In most any scenario, for most any other game, I would say... 85 00:05:03,120 --> 00:05:03,620 NO 86 00:05:03,620 --> 00:05:04,600 Absolutely NOT 87 00:05:04,600 --> 00:05:05,660 Are you KIDDING me? 88 00:05:05,660 --> 00:05:10,180 but Rockstar just isn’t subject to the same limitations as most studios, so... 89 00:05:10,500 --> 00:05:11,180 You know what? 90 00:05:11,180 --> 00:05:12,940 Let’s look at this from a different angle… 91 00:05:12,940 --> 00:05:16,980 Red Dead Redemption 2 is clearly intended to provide a robust 92 00:05:16,980 --> 00:05:19,740 simulation-style open world experience. 93 00:05:19,740 --> 00:05:22,840 This enormous sandbox that we’ve been given to play in 94 00:05:22,840 --> 00:05:28,020 is painstakingly designed to immerse you in that 'Wild West outlaw' fantasy. 95 00:05:28,020 --> 00:05:32,140 But a big part of the appeal of that wild west fantasy is how grounded it is 96 00:05:32,140 --> 00:05:35,740 in the historical reality of the late 19th century American west 97 00:05:35,740 --> 00:05:38,480 (or at least, a romanticized approximation of it). 98 00:05:38,480 --> 00:05:44,120 And a big part of creating that sense of historical, lived-in reality is in the details. 99 00:05:44,120 --> 00:05:49,900 So, in a very real way, this robust suite of unusually realistic game animations 100 00:05:49,900 --> 00:05:53,360 is contributing to that sense of simulated reality. 101 00:05:53,360 --> 00:05:59,660 By removing as much of the 'video game-y' animation shorthand as possible and respecting the realistic 102 00:05:59,660 --> 00:06:04,910 detail of the world being presented, these animation systems are unquestionably enriching 103 00:06:04,910 --> 00:06:07,600 that wild west fantasy simulation. 104 00:06:07,600 --> 00:06:08,860 But THEN AGAIN... 105 00:06:08,860 --> 00:06:13,200 there’s a reason other games don’t do this, and it’s not just because of the expense 106 00:06:13,200 --> 00:06:15,660 (although that is definitely a big reason). 107 00:06:15,660 --> 00:06:20,100 It’s also because realism can get really repetitive and boring! 108 00:06:20,100 --> 00:06:21,440 Reality is boring! 109 00:06:21,440 --> 00:06:25,720 Seeing Arthur reach out and open a cabinet to loot its individual contents 110 00:06:25,720 --> 00:06:28,160 is impressive as heck THE FIRST TIME, 111 00:06:28,160 --> 00:06:30,440 but having to sit through one of these animations 112 00:06:30,440 --> 00:06:33,640 every single time you just want to pick something up 113 00:06:33,640 --> 00:06:35,040 gets TEDIOUS. 114 00:06:35,040 --> 00:06:39,940 And when almost every single interaction with the world takes several seconds to play out, 115 00:06:39,949 --> 00:06:42,690 it has a significant effect on the game’s pace. 116 00:06:42,690 --> 00:06:46,660 The thing about animating for games is that you've always got to be mindful of how your 117 00:06:46,660 --> 00:06:49,980 your animation impacts the play experience as a whole. 118 00:06:49,980 --> 00:06:55,700 This is one of many many places where the disciplines of Animation and Game Design overlap. 119 00:06:55,700 --> 00:07:00,360 All that game-animation shorthand that other games usually do instead of this? 120 00:07:00,360 --> 00:07:03,840 We came up with (and still use) that shorthand for a REASON. 121 00:07:03,840 --> 00:07:05,240 It’s more fun! 122 00:07:05,240 --> 00:07:09,740 It gets all the tedious stuff out of your way so you can get back to the fun parts. 123 00:07:09,740 --> 00:07:13,680 In Breath of the Wild, when you want Link to pick something up, he doesn’t reach down, 124 00:07:13,680 --> 00:07:15,580 grab it and stuff it into his pants. 125 00:07:15,580 --> 00:07:17,180 You press the button and BAM. 126 00:07:17,180 --> 00:07:18,180 You have that item. 127 00:07:18,180 --> 00:07:23,520 It’s quicker, it’s easier, it happens as fast as you can think it, and it just works! 128 00:07:23,520 --> 00:07:25,040 Players are cool with that. 129 00:07:25,040 --> 00:07:30,320 No one is sad that Link didn’t spend four seconds picking up each one of these items individually. 130 00:07:30,320 --> 00:07:33,260 Heck, a lot of the time, we don’t even really consciously NOTICE 131 00:07:33,260 --> 00:07:35,700 animation shorthand like this in our games. 132 00:07:35,780 --> 00:07:39,440 Do you ever stop and think about how many doors you walk through in these games that 133 00:07:39,440 --> 00:07:41,900 your character doesn’t physically open? 134 00:07:41,900 --> 00:07:46,020 Even in some extremely AAA games, you just click on that door and... 135 00:07:46,660 --> 00:07:47,600 ...look at that. 136 00:07:47,600 --> 00:07:48,840 It opens on its own! 137 00:07:48,840 --> 00:07:52,820 You basically opened the door FOR that character, like a perfect gentleperson. 138 00:07:52,820 --> 00:07:54,099 And I think that’s great! 139 00:07:54,099 --> 00:07:58,430 It’s a difference that no one really notices while playing, and not only does it save the 140 00:07:58,430 --> 00:08:02,590 devs some unnecessary work, but it actually makes the experience of walking through a 141 00:08:02,590 --> 00:08:06,000 video game door that much less cumbersome for the player. 142 00:08:06,000 --> 00:08:09,640 Sure, it’s unrealistic, but in a way that bothers nobody and 143 00:08:09,640 --> 00:08:12,460 tends to actually improve the play experience. 144 00:08:12,460 --> 00:08:13,900 Or look at Monster Hunter. 145 00:08:13,900 --> 00:08:17,100 That one is an interesting case, because it’s a franchise that is becoming 146 00:08:17,100 --> 00:08:21,380 increasingly AAA in its presentation, but has ALSO simultaneously 147 00:08:21,380 --> 00:08:24,860 started using more animation shorthand than it used to. 148 00:08:24,860 --> 00:08:29,440 One of the things that makes Monster Hunter World such a huge step up over its predecessors 149 00:08:29,440 --> 00:08:34,660 is the way it’s done so much to streamline the tedious bits of Monster Hunter gameplay. 150 00:08:34,660 --> 00:08:36,220 Unlike in the previous games, 151 00:08:36,220 --> 00:08:39,860 grabbing plants and insects and stuff is INSTANTANEOUS now. 152 00:08:39,860 --> 00:08:41,520 You don’t even have to stop running! 153 00:08:41,520 --> 00:08:45,020 Just hit the button, your character kinda does a grabbing motion with their hand 154 00:08:45,020 --> 00:08:45,740 and BAM. 155 00:08:45,740 --> 00:08:47,220 That thing is in your inventory. 156 00:08:47,220 --> 00:08:50,060 And climbing in Monster Hunter World is effortless! 157 00:08:50,060 --> 00:08:54,880 Unlike your Uncharteds or your Tomb Raiders, where every jump or climbing motion is tied 158 00:08:54,880 --> 00:08:58,940 to a button press, scaling a wall in Monster Hunter requires nothing more than 159 00:08:58,940 --> 00:09:00,640 just running at that wall. 160 00:09:00,640 --> 00:09:02,280 The hunter takes care of the rest. 161 00:09:02,280 --> 00:09:08,320 And that makes it so you, the player, don’t have to worry nearly so much about terrain while you're out hunting! 162 00:09:08,320 --> 00:09:12,740 You can just focus on the exciting bit: tracking and fighting that giant monst-- 163 00:09:12,740 --> 00:09:14,300 AH GEEZ 164 00:09:15,600 --> 00:09:17,140 But then again (again)... 165 00:09:17,140 --> 00:09:18,860 Zelda and Monster Hunter? 166 00:09:18,860 --> 00:09:22,400 These games aren’t aiming for any kind of grounded realism. 167 00:09:22,400 --> 00:09:24,500 I mean… clearly. 168 00:09:27,080 --> 00:09:32,340 They are both much more video game-y play experiences than Red Dead is trying to be. 169 00:09:32,340 --> 00:09:37,460 Maybe you like game-y games more than the simulation-y ones (I tend to favor them myself), 170 00:09:37,460 --> 00:09:43,300 but each of these play experiences does require a very different approach to animation design. 171 00:09:43,300 --> 00:09:44,260 That said: 172 00:09:44,260 --> 00:09:49,540 there is a point at which additional animation fidelity DOES start to detract from 173 00:09:49,540 --> 00:09:52,680 even a grounded, realistic game experience. 174 00:09:52,680 --> 00:09:56,740 That point may be different from game to game, but it does exist. 175 00:09:56,740 --> 00:10:01,100 And Rockstar was clearly aware of that too, because - even in Red Dead 2, 176 00:10:01,100 --> 00:10:06,320 even in a game where you pick up and loot every single thing individually - they have compromised 177 00:10:06,330 --> 00:10:09,960 on that sense of animation reality. In a lot of little places! 178 00:10:09,960 --> 00:10:14,270 I mean, there’s a reason that your character picks up ammunition automatically just by 179 00:10:14,270 --> 00:10:16,840 running over the guns his enemies drop. 180 00:10:17,020 --> 00:10:19,420 [ammo pickup sound effects] 181 00:10:19,580 --> 00:10:21,960 That is a VERY video game-y thing to do! 182 00:10:21,960 --> 00:10:26,780 But Rockstar know that nobody... NOBODY.... wants to watch Arthur stop and 183 00:10:26,780 --> 00:10:31,980 realistically collect individual bullets from each weapon in the middle of a firefight. 184 00:10:31,980 --> 00:10:34,040 So they just have him do the game-y thing. 185 00:10:34,040 --> 00:10:36,900 And we are all kinda grateful for that, right? 186 00:10:36,900 --> 00:10:41,600 Even in our simulators, players do appreciate those little conveniences. 187 00:10:41,600 --> 00:10:47,180 And, if streamlining ammo collection was a good idea, maybe streamlining item gathering 188 00:10:47,180 --> 00:10:49,400 would have been a good idea too? 189 00:10:49,400 --> 00:10:54,500 Maybe having to loot or interact with every little thing individually DOESN’T enhance 190 00:10:54,500 --> 00:10:58,700 the Red Dead gameplay experience quite as much as it first appears? 191 00:10:58,700 --> 00:11:03,100 I’ve been bouncing these questions around in my head for weeks, and (clearly) I don’t 192 00:11:03,100 --> 00:11:06,740 have a definitive answer for them, probably because there ISN’T one. 193 00:11:06,740 --> 00:11:11,300 Changing the way looting animates in Red Dead wouldn’t just be making a change to how 194 00:11:11,300 --> 00:11:13,080 realistic the game looks. 195 00:11:13,080 --> 00:11:16,280 It would be making a fundamental change to both the game’s pace 196 00:11:16,280 --> 00:11:19,480 and the game world's sense of internal realism. 197 00:11:19,480 --> 00:11:22,640 Maybe for worse, but... maybe for better. 198 00:11:22,640 --> 00:11:27,280 Different games do have different needs, and making the best decision for your own game 199 00:11:27,280 --> 00:11:31,420 especially when you’re in the middle of making it can actually be REALLY challenging. 200 00:11:31,420 --> 00:11:35,940 If you happen to be working on a game right now, I guess the best advice I can give is: 201 00:11:35,940 --> 00:11:42,720 Know experience you’re trying to create, and always ALWAYS look for opportunities to streamline 202 00:11:42,720 --> 00:11:47,080 It can be really easy to default to realism sometimes when you’re just trying to 203 00:11:47,080 --> 00:11:49,500 figure out how to visually present something. 204 00:11:49,500 --> 00:11:52,540 Like, it’s easy to think: “Oh man we’ve got doors in our game... 205 00:11:52,540 --> 00:11:55,540 hmm... I guess I HAVE to animate our character opening them..." 206 00:11:55,540 --> 00:11:58,840 But no! Maybe that door can just... open. 207 00:11:58,840 --> 00:12:00,000 Maybe that’s fine! 208 00:12:00,000 --> 00:12:05,320 The video game-y animation answer won’t always be the right choice for your specific game, but 209 00:12:05,320 --> 00:12:07,480 look for those opportunities anyway, because 210 00:12:07,480 --> 00:12:11,420 It’s good to at least know what your simpler alternative options are. 211 00:12:11,740 --> 00:12:14,280 [Zelda cooking sounds] 212 00:12:14,480 --> 00:12:16,340 But I also want to say this: 213 00:12:16,340 --> 00:12:21,240 Hats off to Rockstar’s animators and technical animation team for ALL of this. 214 00:12:21,240 --> 00:12:23,640 Like, this is a stunning achievement. 215 00:12:23,640 --> 00:12:27,520 As a person who plays games, as a person who does this work for a living… 216 00:12:27,520 --> 00:12:30,180 I am in AWE of what you folks created. 217 00:12:30,180 --> 00:12:33,840 This is breathtaking, and you should all be proud as hell. 218 00:12:33,840 --> 00:12:38,800 And I really hope that your employer decides to respect its talent enough to give you 219 00:12:38,800 --> 00:12:41,320 the sustainable working life you deserve, because DAGGUM. 220 00:12:41,320 --> 00:12:43,300 You lot sure have earned it. 221 00:12:43,300 --> 00:12:46,360 Anyway, thank you all for watching and listening to me ramble. 222 00:12:46,360 --> 00:12:48,980 We’ll get back to our more usual thing next time. 223 00:12:48,980 --> 00:12:53,900 Until then, subscribe if you want to see more game animation videos, and I’ll see y’all soon!