Omikron009 said:
SomethingGiant said:
I think it would be jarring if too many separate elements from 1st and 3rd person games were incorporated into one game.
I think it would be bloody hard to implement but conceptually sound if done well.
RatRace123 said:
Personally I feel that first person lacks something.
Body awareness. IRL, your brain constructs a virtual map of where your body is in 3D space, based on the limits of your senses. I generally prefer 3rd person because you get that artificial body awareness, but it lacks the precision necessary for shooters.
Treblaine said:
SomethingGiant said:
200 degrees? 90-degrees wide USEFUL field of view?
Actually, 200 was a little high. It's really closer to 180, which is still impossible without a curved screen. Although less precise than that central 90, your peripheral vision is much better at sensing movement, which is critical in most first person games.
Treblaine said:
Natural? Nothing is "natural" about video games, want natural games then throw rocks in a pond. Intuitive? That sounds like casual talk!
We strive to recreate natural experiences as game designers so that players can invest more into the game, so that there is a lesser interface barrier. There are plenty of games that abstract the entire play experience (Like Tetris or Bejeweled), but attempting to recreate the human experience is a common theme in any art. Try to apply your statement to painting or literature. Did that? See how ridiculous it sounds? We can do many things in the real world, but games, books, and films let us do everything else, so making believable experiences really is important.
Treblaine said:
We've had enough of that with the Wii, it may be "natural and intuitive" to point with a Wii mote but in actual speed and precision it is far less capable.
The wii, kinect, and move are not natural, intuitive, or anything other than gimmicky. Speed and precision suffer, as you said, and so also do weight of actions, movement, and more importantly the time it takes to translate thought to action. The technology is nice, but not as a platform for gaming.
Treblaine said:
Point is, my experience with actually jumping over gaps, I don't wait until my foot "feels" the edge, otherwise I'd have already dropped over the edge! No, I simply look down at the edge to see how close I am and time my movement. And as an experiment I've done this with one eye patched (lol, no stereotopic effect, surely I can't tell how close anything is durp) and did just as well. I know from experience how much of a chore it is to merely glance around in a console FPS, but on PC with a Mouse, it's so easy you do it without thinking.
That's because your 3D perception is based on stereo, parallax,
and occlusion, not just stereo. Stereo is not essential, but it helps. Don't assume everyone has such an easy time jumping around with mouse and keyboard as you do. You have probably been playing games for half your life, so a mouse is like an extra limb to you. Nobody starts there, and some people will never get there; just because it's comfortable to you now doesn't mean it can't be improved.
Treblaine said:
Point is that you sound like a fanboy to the point of irrationality. Microsoft was a bad example tbf, but I am playing on a 10 year old machine. They actually made games back then.
Treblaine said:
*Shudder* not more of that stereoscopic 3D crap, that only causes MORE problems with parallax aiming.
This current 3D fad is an ignorant and reductionist approach to how human visions works. One eyed people HAVE depth perception as there are half a dozen ways other than binocular-vision to do that.
What problems does it cause with parallax aiming? How is binocular vision reductionist? We aren't taking away your parallax/occlusion vision, just adding binocular to the set. Two, not half a dozen, ffs.
Treblaine said:
Could you fix it by introducing a fog of war everywhere outside your LoS?
I guess partially. Still, if you did that then I don't think people would prefer that perspective for melee any more. Still doesn't solve all the other problems.
I don't think it could make them worse, though. Again, I would
love to see some rigorous testing.
Treblaine said:
Treblaine said:
Third person can never be that good for intense and immersive combat, third person is best for a very DISTINCT type of video game narrative.
y u so self limiting? Just because it doesn't exist now doesn't mean it can't exist.
Doesn't exist? Uhhh, Uncharted? Max Payne?
You're the one who said never, not me. You had good examples, why didn't you offer them before?
migo said:
righthead said:
I suggest second person shooters.
It would make for a very interesting game if there were a back story for it. Like if you're playing an assassin and either have to consistently stay in their field of vision to know where you're going, or make sure that you have yourself way hidden so there's nobody finding you standing perfectly still. Bonus points if the game makes use of 3D sound so you can still hear what's going on around you.
Alternately, have the ability to pick a target and see out of their eyes to be able to see how well hidden you are, as well as hearing what they hear so you know if you're making a sound.
THAT WOULD BE AMAZING. Seriously, it needs to be done.
ripdajacker said:
Amnesia - The Dark Descent
Imagine that game with shit moving around in your periph. Bricks... bricks everywhere.
RYjet911 said:
SomethingGiant said:
-Limited FOV (no peripheral vision)
Oh boy you wouldn't be saying that if you saw my Eyefinity setup.
I would out of spite

But seriously, the size of the screen you'd need to actually cover the full FOV is pretty ridiculous. Even if it existed, it wouldn't be affordable to 99% of the consumers.
gmaverick019 said:
only noobs don't corner check lol
I hope that's clear enough. The red player has a huge advantage over the blue player. There's nothing the blue player can do about it. The problem doesn't exist IRL or in FP games.