The problems with Final Fantasy XV’s camera weren’t due to inattention. Hidemi Mizoguchi, the very engineer responsible for the game’s camera system, made obvious the staggering consideration that went into its development at every step.
Yet FFXV’s camera is plagued by all the issues that many game developers strive to avoid — from objects in the game obscuring your view of the camera to control being yanked away by the game.
Mizoguchi said (through a translator) that some of their challenges stemmed from the game’s wildly varying scenarios. You’re not just running around as main character Noctis. The game has to keep track of four characters plus multiple enemies of different sizes during combat. Or you could be driving the Regalia down the highway, or riding chocobos through the forest. One of the developers’ goals was “to create a camera system that would guarantee quality in any situation,” which even in a far simpler game is a tall order.
Part of that involved tweaking the environment design to better accommodate the camera. “To get rid of any element that might have caused difficulty in exploration and battles, we adjusted background modeling and camera collision countless times while staff worked on the environment,” he said. “Even if props and background elements looked good as a part of a landscape, we adjusted and changed placements of any object without hesitation if it created stress during battle.” That type of deliberate, manual attention is important, he noted.
FFXV straddles a weird line between an action and a role-playing game. You have full control during some battles. Other times the game moves the camera for you, often to showcase some gargantuan enemy. Mizoguchi said they knew the camera would have to be flexible, so they created basic, core camera code on top of which they could layer whatever additional functionality they needed for a given situation.
“By having this common functionality, the camera could receive control input by the player and control collision determination, while also making it possible to create cinematic framing for both still and dynamic moments and even blend the two together,” he said. “The camera is designed upon the premise that, at its basis, it belongs to the player.”
The problems in this case seem to come down to sheer scope. It’s not just the size of the game, though, it’s any of the issues that developers face in fine-tuning the dozens of invisible factors that can affect the camera at any given point.
“Getting the battle system in FFXV into its current shape required a long process of trial and error,” Mizoguchi said. “Even after we established a stylish battle in which the player can freely move around in the air, it still took time to adjust the camera so that it would not hinder the action as the places and situations changed. We continued to adjust right up to the time we submitted the master build.”
This is all so much more complex than any casual player might guess. And that’s by design. As Mizoguchi put it, “With a well-adjusted camera, players are able to comfortably play a game without noticing that a camera exists.” All the developers interviewed agreed that this is the number one identifier of a great video game camera.
It doesn’t take much to throw the camera out of whack — a fact that, if nothing else, should make us all appreciate the great video game cameras in our lives all the more.