Comments on: Editorial: Camera Control http://lusipurr.com/2015/08/19/editorial-camera-control/ Sat, 18 Jun 2016 21:13:35 +0000 hourly 1 https://wordpress.org/?v=4.5.2 By: Lusipurr http://lusipurr.com/2015/08/19/editorial-camera-control/#comment-92243 Thu, 20 Aug 2015 18:04:25 +0000 http://lusipurr.com/?p=13219#comment-92243 @Bup: But it does help you avoid stepping in poop.

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By: Bup http://lusipurr.com/2015/08/19/editorial-camera-control/#comment-92239 Thu, 20 Aug 2015 12:55:57 +0000 http://lusipurr.com/?p=13219#comment-92239 I picked up the Rare Replay Collection and it really makes me realize how important good camera controls/angles are in games. The one that comes to mind immediately is Conker’s Bad Fur Day. The camera angle is at this weird not quite top-down, not quite behind the character angle and it gets really annoying. Kind of like a Baldur’s Gate angle, except closer to the character. This really doesn’t help me see where to go next or watch out for enemies in a game that is essentially a platformer.

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By: Lusipurr http://lusipurr.com/2015/08/19/editorial-camera-control/#comment-92237 Wed, 19 Aug 2015 22:22:43 +0000 http://lusipurr.com/?p=13219#comment-92237 Mario 64 Lakitu can go fuck himself. Seriously.

Fixed camera angles are not a problem (provided, like all things, that they are done correctly).

The original FFVII had fixed camera angles. It’s excellent. Castlevania: Lament of Innocent had fixed camera angles in some rooms, and this made it difficult to see items (or even to know that they were there).

Rotatable and tracking cameras are the same way. Sometimes it is done well, sometimes not.

I think that in both cases, it’s just a matter of being cognisant of the player’s experience. The Last Story‘s camera was terribly annoying at times; Dirge of Cerberus is another notable example of a frustrating camera. I’m not certain that these demonstrate that moving cameras are harder to do well–they must just show evidence of a learning curve on the part of devs adopting the technology.

(That said, I think that a fully moving camera poses technological difficulties that a static camera does not, so obviously there is that extra level of difficulty by default.)

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