Why is SQ42 taking so long? A 'unified' theory…
If there is ever a post-mortem for SQ42, asking: 'Where did all the time and money go?', one of the answers is likely going to be: The unified avatar rig.
Chris lists various reasons for using it, all of which are about
claimed multiplayer benefits:
- To make cinematic interactions with the environment look correct in both 1st & 3rd person
- So projectiles come directly from weapons when seen by external viewers
- So players have animations comparable to NPCs when seen by external viewers.
Meanwhile it makes work on single-player elements
harder. You can’t just fake that animation for removing the Vanduul sword from the ship’s ignition, as you would normally. Just animating arms etc from a first person perspective. You have to make sure the avatar model can fit close enough, motion towards it without clipping, grasp the object convincingly, all while looking right from a first person perspective.
It’s a ton more work, for only minimal visual gain. (And with potential visual detriment, if it glitches out, or can’t be done naturalistically).
They don’t state it outright, but the inference from all the combined PU/SQ42 tasks etc is that they’re building SQ42 with the same core engine…
If they are then... good god. That's a mammoth, needless, time sink right there.
A system which hasn't brought the claimed benefits for multiplayer, has dubious single-player benefits at best, and is a pain to use just to get those results?
Slow clap?