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[Theory and Practice] SC2 Death Animation

Forum Index > SC2 General
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evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
June 04 2009 10:57 GMT
#1
I just made a huge post in BNET forum, I'll quote it here, some of you might be already familiar with the concepts, but I've spend an hour, and it's a good read:
http://forums.battle.net/thread.html?topicId=17619782338&postId=175647489791&sid=3000#0


This addresses some basic concepts in making good animations for a game, I'm sure the staffs at Blizzard are well aware of most of it, but some ideas are still useful and are worth putting down on the table. If not for Blizzard I think the community should know these concepts so it can aid Blizzard in creating a good masterpiece.

Again, as the title implies, this thread is serious, so please stay engaged and on topic.

I've just watched the new death animation video.
i think we're not telling them apart because we're not familiar enough yet. Once we play the game for awhile it'll be intuitive. However, there are things I want to see in death animation, and they're very important. It makes me glad that blizzard has improved quite a lot from its initial death animations but there is still much to work on.

An idea I want to get across and hopefully you'll appreciate is that when playing SC, the unit on the screen is more than just some piece of graphic, the message this particular graphic animation conveys, or the graphic ITSELF, is more a Pictograph symbol, like ancient Chinese and Egypt runes, if you prefer, only animated. In short, when viewed in a certain way, the animation IS just a symbol.

It is important to draw distinctions between the graphics from the symbolic message it conveys. Different circumstances of the viewer of a certain graphic makes them see different things:
On one hand, when playing the game leisurely or spectating a game, we can appreciate the amazing details, shapes and forms, and the good animations of a character in starcraft. On the other hand, while playing the game competitively, we'll have to be able to recognize these shapes and forms abstractly, and directly interpret them as MEANINGS and to process the information as quickly as possible.
For instance, for a spectator, she sees the details of a marine walking, firing and blasting, and finally dying. She appreciates the details of the artwork and the fluidness of animation.
For a player, though, he sees the same graphic, but with drastically different interpretations. The same sequence described above is taken purely abstractly as "marine received my command and is walking", "marine is in range, engaging", "marine is terminated".
Arguably, the animation cannot be purely symbolic, otherwise we might just have strange shapes and colors flying around, although quickly accessible for analyzation, it will bring no viewing pleasure. It can also not be purely beautiful, because even for one simple marine, the player has to parse, or understand its many different states, is it moving? firing? or dying? Putting too much detail on the animation physically burdens the parsing process, and it adds up when large armies are maneuvered across the map.

A good RTS game will be able to have BOTH. Original SC is widely played competitively because it is possible to quickly access the symbolic message from graphic quickly so the player can make decision comfortably. It is also pleasing, less on the pretty side but nonetheless very CONVINCING in term of graphic, otherwise it will not be also widely spectated.

Now for something specific, I want to focus on the death animation of Starcraft2, and one of the biggest concerns of the community in terms of graphic. Death animation consists of 2 parts.
Part 1: Dying. The transition between alive and dead
Part 2: Dead. The state of dead
From a spectator point of view, she would desire a longer dying animation because it will bring out the dramatics of the dying process.
From a gamer point of view he would like a very brief, if any, dying animation. This is a well known fact, but I'd like to take a minute and discuss why. Functionally speaking, a dying unit is as good as a dead unit. From a gamer's point of view, a dying zergling has no HP, cannot attack nor see once it reaches the dying animation, so functionally it is already dead. However, because dying is the intermediate between alive and dead, It is hard to distinguish whether it is alive or dead in that stage. One could think of the alive animation as one rune symbol, the dying is another extremely similar rune symbol, and the dead animation is some different rune symbol. For the gamer ideally, he only wants to see the symbol for alive, and the symbol for dead.

Then there will also be 2 kinds of units, the one that leaves behind a corpse, and the one that does not.
The one who leaves a corpse will have a 2 part death animation, one for dying, one for corpse
The one who leaves no corpse will only have the dying animation.
Again, for the spectator, she wants a smooth transition from alive to dying to dead
For the gamer, he want the distinction, but what interest him is NOT the distinction between dying and dead, but rather alive and dying.
Another concern for the gamer is in the dying stage, although it can be different from the alive stage, the dying animation is nontheless an ANIMATION and as it moves on the screen it will becomes a distraction. So this must be solved by either tune down the movement of the dying animation or shorten the duration. (Personally I think shorten the duration is a more dramatic, solid, and easy to implement fix)
Contradicting demands from both side, and I'm sure it will be difficult to balance. However, I think bringing the dying animation closer to the dead animation while leaving the distinction between alive animation and dying animation would be a good compromise.
So in conclusion: Alive -> Distinctly into Dying ->More Smoothly into Dead. While the dying animation should be brief.


4 things original SC exemplifies that made the symbolic message for death easy to parse (addressing both units that leaves corpses and no corpses):

1. Color Contrast: Marine turns massively red, hydras turns red, protoss turns blue, ect
Example:
Zealot death animation turns white/blue, a big contrast to its gold based armour
Dragoon leaves distinct blue soups, again, a big contrast.

2. Shape change: Height change is huge, in SC dead ground unit, if it leaves a corpse, becomes "flat" right away, so it's crisp. Turning dead units FLATTER right away is a fantastic visual que
For instance,
dead marine = splatter of blood on ground w/ a helmet
Dead medic = 4 pieces of separate white armory
Dead zergling = pile of blood
Dead Zerg building = A gaping hole on the ground, easily recognized

3. Contained: One unit's death should minimally obscure the vision of the players. If the unit has a hitbox of a certain size, the death animation and corpse should NOT be bigger than that.
In SC, death animation sprite size is never bigger than it's original unit size.

4. Terseness: Get the job done quick, don't linger forever to die, it makes the parsing process longer than necessary.
All SC death animations takes less than a second to complete, some of the SC2 death animation takes big longer


How did SC do a good job?
Although I agree that the design team made efforts, I'd have to say the nature of SC's graphic helped.
SC is made with sprites, and as a result:
1) Sprites are almost frame by frame, and in SC they don't have the capacity to put too many frames, this results in terseness.
2) Sprites is difficult to over lay on top of each other, this makes it natural to fit the sprite for death roughly the same size as its original living unit, this creates containment.
3) In SC, if a zergling is facing east, facing west, or south and it dies, it's all the SAME death sprite. Therefore it cannot be a zergling slowly crumbling to the ground. Since it's all the same sprite regardless of direction, it HAS TO BE just a pile of blood, indiscriminately addressing all directions. this creates color and shape distinction.
Overall, all units in SC have died CONVINCINGLY, it might have been overkill, might have been over the top, but when it dies, you know right away that it dies.

What caution should SC2 take?
With its much advanced graphic engine, SC2 developers can really get into the beautiful side of death animation, and I must say some of the death animations are stunning. However, they also makes the parsing of the "I'm Dead" message much slower, which burdens the gamer as he tries to make quick decisions from these messaged. For instance, the flaming death animation, although convincing and distinct, is bright, which is okay, but it takes too long and becomes distracting. It also creates the problem "can my units walk through the dying unit now? or I'll have to wait?" Such question's answer is not immediate from the prolonged death animations.
What I would like to see would be more or less homogeneous death animation for units in all positions, i.e. an ultralisk dying while facing east should be majority similar looking to an ultralisk dying while facing west. This implies shorter dying animation, and a sooner reveal of the "dead" graphic. Because as a gamer, I do not wish to understand "I'm dying", but only want to understand if something is alive or dead.

In Conclusion:
I think Blizzard has taken great steps to keep the death animation crisp and convincing, but much work can still be put to it if SC2 wishes to become a true spectator sport and live up to its name. The Death Animations are already superior to the ones shown awhile ago, but the major problem I see now is the long "dying" animation, and containment, contrast in the "dead" animation.

Please drop a comment, anything pertains to the topic, even a simple "I agree with part x" or "I can see part y abit differently" will be very helpful. So don't be shy on the posting in this thread.

Extra:
-Kudos to blizzard in removing the zergling's wings! It's the MOVEMENT of the zergling that makes the zergling zerg like, and not some fancy extra "features". I really liked the new staccato leaps, and when they move in group it feels very zerg like.
-I highly suggest the video:

This shows some of the concerns while creating a certain animation, VeRy good video, watch it and you'll gain so much sense.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
RushWifDietCoke
Profile Joined May 2008
United States488 Posts
June 04 2009 11:27 GMT
#2
I'm glad you spent an hour to write an in depth explanation of why to make the death animations more simple. And although I agree once people get more used to seeing the death animation it will be processed faster I think they should tone it down for all the reasons you mentioned. I support what you say 100%. Well written, hopefully someone takes this into consideration.
Nothing to it but to do it.
MrRey
Profile Blog Joined February 2009
183 Posts
June 04 2009 12:07 GMT
#3
You've got an amazing grasp of the issue.

definitly worth reading .

Shade692003
Profile Joined August 2005
Canada702 Posts
June 04 2009 12:45 GMT
#4
Don't put random words in caps. It's very annoying.
I hate the post below mine because it feels War3-ish.
danieldrsa
Profile Joined June 2008
Brazil523 Posts
June 04 2009 12:53 GMT
#5
Good work, i agree in many parts except:

- Units dying when facing different directions should have the corpses facing that direction. The only way for them having the same dead body is to only leave a small pool of blood, which i do not agree.
50 dead hydras bodies looking identical onscreen is viable on SC (1998) but not for SC2 (2009).
The readability can be argued, but for a dead unit be considered "recognizable" IMO, it must be when facing all cardinal points. This is perfectly possible.

- Part from the readability can come from game experience. The first time we saw SC or any other game we had some difficult telling what happened. Hell, we didnt even knew the units!
As we play the game we become more confortable with it and read it better.
If even after playing it for some time we have some difficult, than it must be redone, something we can only say for sure during BETA.

Your point is valid because in SC almost everything exploded, something wich is not viable to this day IMO. Explosions are easier to see, but too much easyness is a bad thing when it is too simple. A mid term must be found, and i think Blizz will find one.

The burning animation and the carrier dying were the worst timewise, but i think in the real game they will be much more shorter. Animations must have less than 1 sec, and blizz know this imo.

- zergling must have wings :D, especially after speed upgraded. This is cool and new art after upgrades makes the game more rich. And it represent the zerg "evolve"concept. They must be the race that changed the most.
-*-
OhNoItsTheMunch
Profile Joined June 2009
United States96 Posts
June 04 2009 13:25 GMT
#6
I Aagree with the fact that animations need to be quick. A zergling or a hydralisk "popping" might be a little over the top but at the end of the day, it both conveys the information well and adds to the character of the game. I'm all for quick alive -> dead transition. You nailed it.
nataziel
Profile Blog Joined October 2008
Australia1455 Posts
June 04 2009 13:59 GMT
#7
I don't get why people don't like the hydra death animation fron sc, I think it's the most visually satisfying animation in the game, even better than dead/dying goons.

Yes, I play terran...
u gotta sk8
Chuiu
Profile Blog Joined June 2003
3470 Posts
June 04 2009 14:06 GMT
#8
Most of us agree completely, that's why we're hoping Blizzard puts in an option to disable corpses on the battlefield so that we don't have to see the body parts linger and it gets confusing who is still alive (as seen in other RTS games).
♞
Yuma
Profile Joined May 2009
United States51 Posts
June 04 2009 15:03 GMT
#9
It was an awsome read i learned something new wich is good i lcicked ur link to see what they said over thier at the Blizz forums and the frist three are TL:DR lmao wow
Death is on your left side about an arms distance behind you.-Don Juan
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
June 04 2009 15:10 GMT
#10
On June 05 2009 00:03 Yuma wrote:
It was an awsome read i learned something new wich is good i lcicked ur link to see what they said over thier at the Blizz forums and the frist three are TL:DR lmao wow

What do you expect? Guys at the bnet forums are just...............

Wow OP. We have a similar mindset on what graphics should be. Modern games that are 3D should not overdo flashy things with lasers.

Everything you see should represent something.

I would cut the neck of a Blizz employee who goes, "Let's put crapload of visual effects even though they don't mean anything at all"

I'd rather have, "Let's give this action this unique and simple animation."
zazen
Profile Blog Joined April 2009
Brazil695 Posts
Last Edited: 2009-06-04 16:39:56
June 04 2009 16:39 GMT
#11
The funny thing about SC2 is that, suddenly, everybody is a progamer. Every little detail in the game will completly ruin their competitive gaming experience. People are still so attached to SC1 they want SC2 to have crappy graphics and interface, but I disagree.

The death animations are just incredible, I don't think they needed to be changed any bit.
"The quest for nexus has brought many men of genius to insanity... HUEHUEHUE!"
EchOne
Profile Blog Joined January 2008
United States2906 Posts
June 04 2009 17:00 GMT
#12
On June 05 2009 01:39 zazen wrote:
The funny thing about SC2 is that, suddenly, everybody is a progamer. Every little detail in the game will completly ruin their competitive gaming experience. People are still so attached to SC1 they want SC2 to have crappy graphics and interface, but I disagree.

The death animations are just incredible, I don't think they needed to be changed any bit.

I tend to view a competitive mindset and attention to detail as positive traits, though some may disagree.

OP, your post was logical and comprehensive, but it needs to be more succinct in order to actually be persuasive (read: within the limited attention spans of some forum-goers). I agree with most of it except the suggestion that corpses be uniform regardless of cardinal direction. I think brief and distinguishable death will signal enough that it matters little where the corpse splays.
面白くない世の中, 面白くすればいいさ
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
Last Edited: 2009-06-04 17:50:40
June 04 2009 17:48 GMT
#13
On June 05 2009 02:00 EchOne wrote:
OP, your post was logical and comprehensive, but it needs to be more succinct in order to actually be persuasive (read: within the limited attention spans of some forum-goers).

Haha yeah it was bit long... I just kept adding on w/o revising it much. You are right.

Danieldrsa:
Dunno, I thought evolutions is supposed to be purposeful, is the wings on zergling serving any purpose? O_o
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
June 04 2009 17:53 GMT
#14
Hey there's this post:

==========
You make good points here, but Blizzard has already confirmed these things:

All the fancy death animations and even some textural qualities to units will be for the Single Player missions only for the enjoyment of the flashy graphics and animations.

The Multiplayer will be much more refined and the symbols will be very easy to identify for precise and quick strategic intel.

Again, your points are good, but Blizzard is on top of it.
==========

on Bnet forum, can anyone confirm this? It'll be good if this is true
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Krikkitone
Profile Joined April 2009
United States1451 Posts
Last Edited: 2009-06-04 19:30:24
June 04 2009 19:27 GMT
#15
Actually, I think a possible way to fit in the "beauty" while maintaining the 'terseness'/'informativeness is to have 3 types of animation

Damaged... lot of 'beauty' possible here since a unit will be damaged for possibly quite some time (smoking/sparking/bleeding/burning)... also has some informative use, although health bars will be better for information, 'damaged animation' specifically allows the 'beautiful' form of the information
"Dying"/"Dead"... make very fast+distinguishable I agree 1 sec is probably the max. and probably very reasonable for Massive units (as they won't die that often)

The idea of having a graphics option to have more/less death animation/corpse lingering is also very useful, since reducing the minimal information the more "beautiful" graphics [what killed this unit, who died here a minute ago] provide might help to make the most "useful" information clearer
maybenexttime
Profile Blog Joined November 2006
Poland5864 Posts
June 04 2009 19:27 GMT
#16
I don't think that's true. They did say things will be more epic graphics/animation wise in SP, but we're talking about the animations showed in Battle Reports and that recent video here, right?

They should just make it an option:

pretty animations vs. easy to get animations

Or even make it scalable.
Chill
Profile Blog Joined January 2005
Calgary26003 Posts
June 04 2009 19:56 GMT
#17
Very well-written. Enjoyed reading that.
Moderator
foeffa
Profile Blog Joined August 2007
Belgium2115 Posts
June 06 2009 00:06 GMT
#18
That makes a lot of sense. Great post.
觀過斯知仁矣.
Ranix
Profile Blog Joined March 2009
United States666 Posts
June 06 2009 03:17 GMT
#19
Seems like almost no one took the time to read your great post. Too many "tl;dr" people. Guess that is one of the main difference between them and us.
Legends never gg
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2009-06-06 04:57:40
June 06 2009 03:20 GMT
#20
You share the same views as me evan, I just didn't feel like writing a post post about it like you did. Thanks for that

I hope they end up changing a lot of it.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
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