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"We can do this because we can use both of our feet to manipulate our trajectory much more finely that we can in most games."

This is another thing that I think game designers often forget. When trying for a "realistic" game, you have to account for the fact that in the real world we have a lot more "bandwidth" than our computer monitors, sound, and input devices can offer. It is perfectly fine for a "realistic" game to offer some counterbalancing capabilities to address the unrealistic constraints of the game space. A HUD being a classic example that is generally included; it's a cute idea to try to build a game that doesn't need one, but they've mostly been disasters (couple of exceptions), because a HUD is one of those compensations.

Another example: I may not have a minimap in real life, but I do have proprioception, balance input as provided by my inner ears, a nearly 180 degree FOV (albeit with a lot of details and caveats, but I've got decades of experience dealing with those; my eyes saccade much more quickly and accurately than my mouselook even after quite of time working on the latter), tactile connections to the space even down to something as simple as feeling my feet hit the ground and the physical effort of walking. Staying oriented in real space is massively harder if we take those away (see also "people getting disoriented in zero gravity"). It's perfectly fine to have a minimap help me out.

Being able to fudge a trajectory a bit fits right in to that idea. In real life I've got all sorts of extra inputs to help me jump accurately, and years of experience in my body to help me know the likely consequences. Even a realistic game can afford to help me out a bit as I remote-control around the feelingless, proprioceptionless, tunnel-visioned, aurally-challenged, and so on robot that constitutes my player.



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