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The ghost of tsushima camera trick becomes viral, but it is not as new as it seems

In the last hours, a video about Ghost of Tsushima has been viral on social networks, the fantastic game developed by Sucker Punch . The title has a multitude of virtues that we have already described in numerous articles or in their analysis. At the artistic level is sublime, its story is fantastic and its combat system is not bad.

Precisely, this section is what has most been commented during this weekend by a video in which it was deepened in an addition on its camera and a technique used by the developers of the American study for obstacles They do not storge the vision of the player in the fighting . As you can see below, a methodology is used with which the element in question is transparent so that we can continue to see what we want. Behold.

Networks, as we say, have been filled with different opinions on the use of this technique. There is someone who says that is ugly and old and who considers that it is revolutionary and practical. The truth is that this type of situations is a headquarter for developers since immemorial times-or almost. The location of the cameras has always labeled experiences, especially in games with active combats or in closed spaces. Yes, Dark Souls is an example of this. Everyone has cost us any death not knowing where the action is because the camera becomes crazy.

The truth is that it is not a new precisely new technique, although everyone is talking about it. We have seen it in games for about 10 or 15 years easily. Developers have always searched for a way to find a methodology to prevent obstacles and have not always given with a successful solution or the taste of players. The _keyholing _ , as some call this technique now seen in Ghost of Tsushima, has been made for years similarly in Sagas as Fallout, Assassin's Creed or even in the recent * for honor * .

How to face this design challenge have spoken many creatives in public. Mark Haigh-Hutchinson, Senior Engineer in Retro Studios , talks about the basics of design of a real-time camera, and at one of the points deepens what the process is when avoiding visual effects that hinder the Experience and facilitate gameplay and immersion to the user, facilitating a solution for this endemic design as the viral video in question.

If the plane close to the trunk of the camera's view is crossed with the rendering geometry, unwanted visual artifacts will occur. These undoubtedly subtract value to the graphic quality of the game and, at best, they will look little Professionals. This problem is completely avoidable; should be considered simply unacceptable in modern camera systems . An acceptable solution to avoid this problem is to apply transparency effects on geometry in question. By effectively eliminating geometry-and in fact Do it according to the proximity of the camera-, you can allow the camera to pass without creating visual artifacts that are distracted.

If you allow us a recommendation that addresses greatly all this kind of problems with the cameras according to the style of play, perspective and scheme, do not lose this video entitled The Challenge of Cameras, of Game Maker's Toolkit, where they explain to us that the camera should serve the gameplay.

Another example or solution is mentioned in the video Game Camera Mistakes John Nesly, camera designer at the successful Journey of ThathGamecompany, which offers all the secrets of programming and decisions made by developers for use From this key element is optimal. In the video he tells that in the game the obstacles clogged at the camera, and they made the decision to go through the element in question so that the camera approaches the character.

A measure that we have also seen in other games. It depends a lot on the adventure style for the decision to take in this case. In games that have more action, Close the camera breaks the essence and uncomfortable to the user to know where the enemies are . It is one of the endemic problems of the Souls-Like or other type of adventures, like some platform games.

There is never an ideal or perfect solution, since the tastes are varied. But you have to value the work of creatives ** when looking for efficient solutions.

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