It's the unnatural starting of the run, the body posture while running, the "leaning into the gale force winds" while running, the swoop-dee-doo foot shuffling sliding stopping... pretty much the whole package. Its like all of the development teams use the same technique for running animations.
For me, since most of my chars run a lot, it is has always been a turn off. It sucks, and I want it stopped now.
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2: We are way to good at telling when something does not look "right"
3: Sometimes movement is stylized in order to convey a sense of motion unrelated to the world around it.
Those are the top ones i can think of. Generally any human motion contains a insane amount of small subsets of things that move and shift. Animating all of that takes a lot of skeleton detail (the rig that let animators actually.. animate 3d models.) that in turn put pressure on the system running the game.
Then we have the problem of us the users being used to non-realistic movement, if we put natural acceleration and deceleration combined with natural turning in to a action game it would be unplayable.
This have been a good conversation
I played L2 for a while but really just couldn't stand it
The result would be that we'd never know what position our character would move to.
"Realistic" does not necessarily mean "better" game play.
For some games more realistic movement is fitting better than others.
Combine that with using a single set of turn animations for action, combat, and general movement, and the almost complete non-existence of heads/eyes doing nothing else other than snapping to the selected target, and it's just WORSE the past 5-10 years than ever before.
Mo Cap makes for great combat moves, but seems to make for some weird ambulation.
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@tawess was close when he suggested it was "expensive". It's actually more along the lines of how much assets are designed or allowed into the game to allow for the amount of frames of animation. If you get a chance to see the behind the scenes or making of World of Warcraft you will see where the devs discuss the trade off they have to make with certain action and idle animations due to insuring smooth gameplay. There are many factors such as system memory, user input, network lag, animation blending, etc... that the amount of information and theory can take up several books to fill. I think WoW is a great example of an MMO that found the trade off and balance of smooth and entertaining animations and level of character control. On the extreme end, if you look at Naughty Dog's Uncharted franchise you will also see some amazing animation that is mostly mocap but also blends dynamic animation that is seen in how the characters interact with the environment.
TLDR:
It's a trade off and balance dealing with both talent and game assets dedicated to animation. When those too are mismanaged or too many shortcuts used then the animations will suffer. See LOTRO.
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And then there is using skills. What if you start to use a skill and then decide to cancel it? How do you animate that properly? Some games have an animation lock where if you start, it must complete. But what about auto-attack? Completing an auto-attack can easily mean that the real skill you wanted is delayed by a full second. And then what about updates where other players don't do what the game engine guessed they would?
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I lag a lot on my ISP.
In a game like WoW - when I lag, I can continue to move my character about all I want and it continues to animate appropriately. Spell and attack animations get hung though (they wait for a confirmation from the server before executing), but character movement does not. Once the lag clears - the client goes in "fast forward" and updates all the lagged packets as fast as it can until it gets back to real time.
In a game like EQ though, when I lag, character is stuck running in place. The animation still processes, but no movement. Once the lag clears here, everything just warps/snaps to where it is server side.
In either case, the animation really has nothing to do with lag- but it does still produce some unintended results (either the fast forward effect or running-in-place/snapping)
Games that, to me, have (or had) good animations: World of Warcraft, City of Heroes
A game that had horrible character animation (to me) is Lord of the Rings Online. The characters just seemed superimposed onto the world rather than being in it.
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FFXIV has some incredible animations, I always thought.
Something about Cryptic games never quite looked right to me. CO and STO both looked really plastic or something. LOTRO did look odd - the graphics were good, but yeah, the animations were clunky.