tag:blogger.com,1999:blog-8876906265497042129.post5717156707117139128..comments2023-08-18T01:39:29.927+10:00Comments on SLRC - Subterranean Loner Rendered Comatose: The peaks and perils of First Person CameraBen Abrahamhttp://www.blogger.com/profile/04146790136740709664noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-8876906265497042129.post-64159682214625225072008-09-11T11:34:00.000+10:002008-09-11T11:34:00.000+10:00Me, I don't really care whether I'm shooting from ...Me, I don't really care whether I'm shooting from the first or third person. As long as the style suits the game, and the design decisions help validate the use of perspective, and that the controls are tight, then it's all fine by me.<BR/><BR/>Take Red Faction: Guerilla for instance. Whereas the previous two games were played from the first person, the third in the sequel drops back into a third person. the reason for this decision was to provide the player with a good sense of the physical space their avatar is inhabiting. <BR/><BR/>Why? So the player is capable of avoiding huge concrete slabs as they accelerate towards the ground following a few good sledgehammer swings. You could argue that a player would be more engaged if they were able to view the destruction from the first-person, however, with the sacrifice of the other sense, as you've mentioned, you'd be unable to really determine how much danger your character was in. You can't see an important support strut collapsing in your peripheral vision in game because in game you don't have peripheral vision.<BR/><BR/>Also, for Guerilla, it's more fun not being in the first-person. Watching your character lug around a giant buzz-saw shooter disemboweling machine, is entertaining to watch. In addition, it would have been extremely difficult to implement a power-up such as a jet pack so effectively. Without the physical feeling of accelation and deceleration, there's no real way to gauge, intuitevely, how far away from the ground you are. But, if you can see your character as a whole, you get a better understanding. In effect, you have a better connection with your avatar within the game world, even if you're not being coerced into believing you're actually the character.Daniel Purvishttps://www.blogger.com/profile/15678228002879207522noreply@blogger.comtag:blogger.com,1999:blog-8876906265497042129.post-40615975442829441312008-09-11T04:27:00.000+10:002008-09-11T04:27:00.000+10:00I vastly prefer first person perspective, but I'm ...I vastly prefer first person perspective, but I'm having a lot of difficulty articulating why. I delved into it shalowly on an <A HREF="http://gangles.ca/?p=110" REL="nofollow">older Bioshock related post</A>. I guess FPP games are the only ones that felt like *I* was in the game. Something about seeing your avatar ruins it for me.Matthew Gallanthttps://www.blogger.com/profile/01592343625367336913noreply@blogger.com