MayheM wrote:The reason is causes motion sickness while playing a game but not while running is because while you are running your body and mind are both dealing with the visual and tactile sensation of running. The same is not true when playing a game. Your mind is under the impression that your body is in movement, but your body is still. This is what causes motion sickness. In fact the same will happen when you are inside a boat. When you can not see the movement of the boat, but your body feels it. This is why they should simply never use this effect in games.
I can agree to an extent, being that it is most often overdone in games for the pretty effects. A little motion sway is realistic as no one runs like a straight plane that defines their direction of movement (aka source fps view). Really I think about the most realistic feature (that is related to anyone with two legs) is a slight up and down motion that gives the effect of running. Cause when you get the chance run around outside, or some thing along those lines. You will notice a drop between each step. However it is slight (at least for me) but it is there and present.
This mainly comes up because in most Source games I felt like I was a camera on wheels, fixed to the ground by gravity. Though Valve had added good impact sounds for footsteps, and collision, the visual recollection is not there to correspond with the sounds aside from increased speed in the case of running. One game I like a lot that has an overabundance of view sway is Medal of Honor: Airborne. But really, in real life when it comes down to it, view motion that throws you off like that is defined by the person running (within certain bounds).
Since we all know there is no literal thought control over this feature we just try to find a middle ground when we communicate that into a game. While some people may throw themselves about in a dead sprint like a Kenyan, others may confine themselves in a more comfortable kind of jogging perspective. So when you think about it, this really is a more dynamic feature that should seem different person to person that plays the game. So for some, that tossed around view may very well be what it looks like "when they run", where as some less speedy fellow may take it easy, resulting in the more stagnant motionless view.