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Is Red Dead Redemption 2's Animation Too Slow?

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    Hey, welcome to New Frame Plus,
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    a series about video game animation.
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    We have spend the last month marveling at
    Red Dead Redemption 2’s tiny little details.
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    The way your main character’s facial hair
    grows in real time and requires regular shaving.
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    The way you have to dress appropriately
    for the weather.
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    The way your guy visibly gains or loses weight
    depending on how much you feed him.
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    This game seems to have an infinite quantity
    of those novel elements,
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    a million tiny recreations
    of realistic detail from our world.
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    I want to talk about the animation
    in Red Dead 2 today,
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    because animation (naturally) plays a huge role
    in creating that sense of simulated realism,
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    and it highlights a question
    I’ve been pondering for a while now:
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    To explain what I’m talking about,
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    let’s look at a particular subset
    of these animation details:
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    the way your main character interacts
    with collectable objects in the game world.
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    You know: the looting system,
    the gathering system... that particular stuff.
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    Say you’ve just survived a shootout and
    your opponents lay scattered before you...
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    You can loot all of them, and when you do,
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    Arthur (your character) will approach them,
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    bend down, lift them by the collar
    and pat them down for valuables.
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    There are multiple versions of this animation.
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    Say you’re in a building and you want to
    loot the place…
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    If you see a collectable item sitting on a table,
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    just hold the loot button
    and Arthur will actually reach out,
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    pick it up and stuff it into his satchel.
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    He will physically open cupboards and drawers,
    and grab the contents individually.
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    Is there a piece of paper or a photo over
    there you want to check out?
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    Arthur will approach, pick it up
    and hold it for you to see,
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    flipping it over if you like
    before returning it to its place.
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    Did you spot an herb out there in the wild
    that you want to gather?
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    Watch Arthur kneel down to pluck it,
    actually strip it of the leaves and bits he wants
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    then stuff all that into his satchel!
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    Feeling hungry at camp?
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    Arthur will actually spoon himself up
    some stew from the pot,
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    then you can walk around and eat that stew,
    bite by bite, at your leisure.
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    And then he drops the bowl on the ground because
    I guess we were raised in a barn, ARTHUR.
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    We’ve all got to live on this hill, man.
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    Pick up after yourself.
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    Did that mean old bandit punch your hat right
    off?
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    Better go pick it up and put it right back
    on your head, like that's an EASY thing to do.
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    You want to head out on foot
    but then you realize you forgot your rifle?
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    Well, just head back to your horse and watch
    Arthur grab the rifle off of his horse’s saddle
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    and sling it over his shoulder.
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    Do you realize how HARD
    that had to have been to get right?
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    And I know the horses' balls shrinking in cold
    weather is kind of a played out punchline at this point
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    but *BLEEP* man, that ACTUALLY HAPPENS.
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    I feel like we’ve become numb to the fact
    through sheer repetition but that’s actually real!
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    I can barely fathom the thousands upon thousands
    of animations and supplemental animation systems
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    built into this game, much less the technical
    wizardry required to make it all actually
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    look and function the way it was intended.
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    This is mind boggling.
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    Most games don’t DO stuff like this.
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    They don’t actually show these kinds of
    actions in animation.
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    And if they DO actually animate some interactions
    like this, they don’t animate NEARLY this many.
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    It’s really impressive what Red Dead Redemption 2’s
    dev team have achieved here.
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    But the question I’m now left asking
    as a game animator
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    (now that my jaw is finally up off the floor) is this:
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    To what extent does this massive showcase
    of realistically-animated detail
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    enhance the Red Dead game experience?
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    Enough to be worth the thousands of expensive
    work hours that were no-doubt required to create them?
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    And I’m not even asking this in reference
    to the working conditions
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    and the excessive quantities of unpaid overtime Rockstar demands of its employees
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    (although that is unquestionably
    the most important factor here).
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    But let’s put that aside for a second
    and just talk strictly in terms of cost-benefit:
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    is the impact these animations
    have on the play experience positive?
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    And is it positive enough to be worth the
    enormous financial investment required to create them?
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    On the one hand...
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    ...maybe so?
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    I mean, it IS amazing to look at.
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    And knowing what went into creating it
    only makes the spectacle more impressive.
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    There is something to the fact
    that half of the positive buzz
    surrounding this game since release
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    has been the lot of us marveling
    about all these little details.
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    It’s not often these days that a AAA game
    can push fidelity far enough past what its
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    competitors are doing for us to actually sit
    up and take notice and 'ooo' and 'ahhh' over it.
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    That novelty value alone has almost certainly
    led to SOME increase in sales, right?
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    But has it led to enough to offset the costs?
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    Because this stuff IS expensive!
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    You need skilled animators,
    you need really skilled technical animators,
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    and really skilled engineers working with them.
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    Animation is just EXPENSIVE.
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    It is a slow process,
    and every hour of that work costs money.
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    Is all that money best spent here?
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    On realistically-rendered simple interactions
    like picking up a can of beans?
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    ...Maybe?
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    In most any scenario, for most any other game,
    I would say...
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    NO
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    Absolutely NOT
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    Are you KIDDING me?
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    but Rockstar just isn’t subject to the
    same limitations as most studios, so...
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    You know what?
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    Let’s look at this from a different angle…
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    Red Dead Redemption 2 is
    clearly intended to provide a robust
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    simulation-style open world experience.
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    This enormous sandbox
    that we’ve been given to play in
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    is painstakingly designed to immerse you
    in that 'Wild West outlaw' fantasy.
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    But a big part of the appeal of that wild
    west fantasy is how grounded it is
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    in the historical reality of the
    late 19th century American west
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    (or at least, a romanticized approximation of it).
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    And a big part of creating that sense of
    historical, lived-in reality is in the details.
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    So, in a very real way, this robust suite
    of unusually realistic game animations
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    is contributing to that sense of simulated reality.
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    By removing as much of the 'video game-y' animation
    shorthand as possible and respecting the realistic
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    detail of the world being presented, these
    animation systems are unquestionably enriching
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    that wild west fantasy simulation.
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    But THEN AGAIN...
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    there’s a reason other games don’t do this,
    and it’s not just because of the expense
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    (although that is definitely a big reason).
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    It’s also because realism can get really
    repetitive and boring!
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    Reality is boring!
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    Seeing Arthur reach out and open a cabinet
    to loot its individual contents
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    is impressive as heck THE FIRST TIME,
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    but having to sit through
    one of these animations
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    every single time you just want to pick something up
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    gets TEDIOUS.
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    And when almost every single interaction with
    the world takes several seconds to play out,
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    it has a significant effect on the game’s pace.
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    The thing about animating for games is that
    you've always got to be mindful of how your
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    your animation impacts
    the play experience as a whole.
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    This is one of many many places where the
    disciplines of Animation and Game Design overlap.
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    All that game-animation shorthand that
    other games usually do instead of this?
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    We came up with (and still use) that shorthand
    for a REASON.
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    It’s more fun!
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    It gets all the tedious stuff out of your
    way so you can get back to the fun parts.
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    In Breath of the Wild, when you want Link
    to pick something up, he doesn’t reach down,
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    grab it and stuff it into his pants.
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    You press the button and BAM.
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    You have that item.
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    It’s quicker, it’s easier, it happens
    as fast as you can think it, and it just works!
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    Players are cool with that.
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    No one is sad that Link didn’t spend four seconds picking up each one of these items individually.
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    Heck, a lot of the time, we don’t
    even really consciously NOTICE
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    animation shorthand like this in our games.
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    Do you ever stop and think about how many
    doors you walk through in these games that
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    your character doesn’t physically open?
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    Even in some extremely AAA games,
    you just click on that door and...
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    ...look at that.
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    It opens on its own!
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    You basically opened the door FOR that character,
    like a perfect gentleperson.
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    And I think that’s great!
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    It’s a difference that no one really notices
    while playing, and not only does it save the
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    devs some unnecessary work, but it actually
    makes the experience of walking through a
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    video game door that much less cumbersome
    for the player.
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    Sure, it’s unrealistic, but
    in a way that bothers nobody and
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    tends to actually improve the play experience.
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    Or look at Monster Hunter.
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    That one is an interesting case,
    because it’s a franchise that is becoming
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    increasingly AAA in its presentation,
    but has ALSO simultaneously
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    started using more
    animation shorthand than it used to.
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    One of the things that makes Monster Hunter
    World such a huge step up over its predecessors
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    is the way it’s done so much to streamline
    the tedious bits of Monster Hunter gameplay.
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    Unlike in the previous games,
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    grabbing plants and insects and stuff
    is INSTANTANEOUS now.
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    You don’t even have to stop running!
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    Just hit the button, your character kinda
    does a grabbing motion with their hand
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    and BAM.
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    That thing is in your inventory.
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    And climbing in Monster Hunter World is effortless!
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    Unlike your Uncharteds or your Tomb Raiders,
    where every jump or climbing motion is tied
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    to a button press, scaling a wall in Monster
    Hunter requires nothing more than
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    just running at that wall.
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    The hunter takes care of the rest.
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    And that makes it so you, the player,
    don’t have to worry nearly so much about terrain
    while you're out hunting!
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    You can just focus on the exciting bit: tracking
    and fighting that giant monst--
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    AH GEEZ
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    But then again (again)...
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    Zelda and Monster Hunter?
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    These games aren’t aiming for any kind of
    grounded realism.
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    I mean… clearly.
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    They are both much more video game-y play
    experiences than Red Dead is trying to be.
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    Maybe you like game-y games more than
    the simulation-y ones (I tend to favor them myself),
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    but each of these play experiences does require a very
    different approach to animation design.
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    That said:
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    there is a point at which additional
    animation fidelity DOES start to detract from
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    even a grounded, realistic game experience.
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    That point may be different from game to game,
    but it does exist.
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    And Rockstar was clearly aware of that too,
    because - even in Red Dead 2,
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    even in a game where you pick up and loot
    every single thing individually - they have compromised
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    on that sense of animation reality.
    In a lot of little places!
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    I mean, there’s a reason that your character
    picks up ammunition automatically just by
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    running over the guns his enemies drop.
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    [ammo pickup sound effects]
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    That is a VERY video game-y thing to do!
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    But Rockstar know that nobody... NOBODY....
    wants to watch Arthur stop and
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    realistically collect individual bullets
    from each weapon in the middle of a firefight.
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    So they just have him do the game-y thing.
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    And we are all kinda grateful for that, right?
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    Even in our simulators, players do appreciate
    those little conveniences.
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    And, if streamlining ammo collection was a
    good idea, maybe streamlining item gathering
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    would have been a good idea too?
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    Maybe having to loot or interact with every
    little thing individually DOESN’T enhance
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    the Red Dead gameplay experience
    quite as much as it first appears?
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    I’ve been bouncing these questions around
    in my head for weeks, and (clearly) I don’t
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    have a definitive answer for them, probably
    because there ISN’T one.
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    Changing the way looting animates in Red Dead
    wouldn’t just be making a change to how
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    realistic the game looks.
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    It would be making a fundamental change
    to both the game’s pace
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    and the game world's sense of internal realism.
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    Maybe for worse, but... maybe for better.
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    Different games do have different needs, and
    making the best decision for your own game
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    especially when you’re in the middle of making it
    can actually be REALLY challenging.
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    If you happen to be working on a game right now,
    I guess the best advice I can give is:
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    Know experience you’re trying to create, and always
    ALWAYS look for opportunities to streamline
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    It can be really easy to default to realism
    sometimes when you’re just trying to
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    figure out how to visually present something.
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    Like, it’s easy to think: “Oh man we’ve got
    doors in our game...
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    hmm... I guess I HAVE to animate
    our character opening them..."
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    But no! Maybe that door can just... open.
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    Maybe that’s fine!
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    The video game-y animation answer won’t always be
    the right choice for your specific game, but
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    look for those opportunities anyway, because
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    It’s good to at least know what your simpler
    alternative options are.
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    [Zelda cooking sounds]
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    But I also want to say this:
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    Hats off to Rockstar’s animators and
    technical animation team for ALL of this.
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    Like, this is a stunning achievement.
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    As a person who plays games, as a person who
    does this work for a living…
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    I am in AWE of what you folks created.
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    This is breathtaking, and you should all
    be proud as hell.
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    And I really hope that your employer decides to respect
    its talent enough to give you
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    the sustainable working life you deserve,
    because DAGGUM.
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    You lot sure have earned it.
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    Anyway, thank you all for watching
    and listening to me ramble.
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    We’ll get back to our more usual thing next time.
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    Until then, subscribe if you want to see more
    game animation videos, and I’ll see y’all soon!
Title:
Is Red Dead Redemption 2's Animation Too Slow?
Description:

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Video Language:
English
Duration:
13:09

English subtitles

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