There was a point in time where first person video games couldn't make their minds up and so games came with the option to have the y-axis inverted. Moving the mouse up would make the PC look down and vice versa.
And as far as I'm concerned, all games should have their fucking y axis inverted as default so I don't have to keep turning it on.
If I have a camera on a tripod and I angle down...the view goes up. If I angle up, the view goes down. That's how it works. Or, I guess, how my mind works at least.
If someone grabbed my (steadily getting overgrown) hair from the back and yank down, my eyesight will move up. And vice versa.
It’s the same with left versus right, which nobody has yet talked about. It you angled my head right, my vision would be turning towards the left. Both of these need to be inverted.
The way my brain rationalizes it (inverted y, normal x) is that the closest analog to my hand on a mouse is my hand on top of my character’s head.
To make that head look up I pull my hand back, which is the same exact motion as pulling the mouse back. So it feels natural.
To make the head look left, I would rotate my hand counterclockwise. Rotating a mouse doesn’t do anything, so I have to translate that to lateral motion, and left to look left feels more natural.
Of course the real explanation is that the first mouselook games I played defaulted to inverted y and normal x, so that’s what I got used to. And even before mouselook became a thing, I was playing flight sims, which default to inverted y. Still, it’s fun to try to rationalize something that ultimately boils down muscle memory.
There was a point in time where first person video games couldn't make their minds up and so games came with the option to have the y-axis inverted. Moving the mouse up would make the PC look down and vice versa.
And as far as I'm concerned, all games should have their fucking y axis inverted as default so I don't have to keep turning it on.
If I have a camera on a tripod and I angle down...the view goes up. If I angle up, the view goes down. That's how it works. Or, I guess, how my mind works at least.
If someone grabbed my (steadily getting overgrown) hair from the back and yank down, my eyesight will move up. And vice versa.
It’s the same with left versus right, which nobody has yet talked about. It you angled my head right, my vision would be turning towards the left. Both of these need to be inverted.
The way my brain rationalizes it (inverted y, normal x) is that the closest analog to my hand on a mouse is my hand on top of my character’s head.
To make that head look up I pull my hand back, which is the same exact motion as pulling the mouse back. So it feels natural.
To make the head look left, I would rotate my hand counterclockwise. Rotating a mouse doesn’t do anything, so I have to translate that to lateral motion, and left to look left feels more natural.
Of course the real explanation is that the first mouselook games I played defaulted to inverted y and normal x, so that’s what I got used to. And even before mouselook became a thing, I was playing flight sims, which default to inverted y. Still, it’s fun to try to rationalize something that ultimately boils down muscle memory.
Aye
Wind waker is a game I remember having it the wrong way round on the horizontal axis. Fucking did my nut in