Basically it's taking away camera control away from the player in a third person PolygonalGraphics game. The camera will either stay in a fixed location while the character roams about, or it will follow the player's movement only from a fixed angle and distance.

This is usually done for two reasons (and some games have both). One reason is "cinematic", as in making the game have a certain look and mood (though this quickly draws complaints of CameraScrew when players want to look elsewhere). The second reason is to avoid CameraScrew by putting the camera in an optimum place. This is very hard to do right, as the developers not only need to find the right angles, but design the levels (especially the placement of traps, puzzles, and enemies) so that the player can notice them at said angles.

Yet there can be times when the player can still look around, such as with a FreelookButton.

''Note'' that this is not when the fixed angle is necessary due to [[SpritePolygonMix bitmap backgrounds]]. This is when it's all polygons.

Compare TwoPointFiveD (when the polygon graphics are always shown from the same perspective).

Contrast FirstPersonShooter (in terms of viewing), AlwaysOverTheShoulder, FreeRotatingCamera.

Not to be confused with CameraLockOn, where the player can "fix" the camera on a specific target of interest.

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!!Examples:

[[foldercontrol]]

[[folder:Action Adventure]]
* ''VideoGame/{{Adventure}}''
* ''DevilMayCry''
* ''VideoGame/GodOfWar''
* ''{{Genji}}''
* The ''{{Lego Adaptation Game}}s''.
* ''VideoGame/{{Okamiden}}'', in most areas outside the world map.
* ''VideoGame/MetalGearSolid'' and ''MetalGearSolid2'', aside from use of the FreelookButton.
* ''VideoGame/SonicUnleashed'''s day levels, ''VideoGame/SonicColors'', and ''VideoGame/SonicGenerations'' all force the camera behind Sonic in 3D parts and to the side in [[TwoAndAHalfD 2D sections]].
* ''VideoGame/LuigisMansion'' (and its sequel)
* ''VideoGame/LegacyOfKain'': Defiance changed from previous games' FreeRotatingCamera to this. Due to devs' inexperience, the results... could've been better. The fans, understandably, weren't thrilled.
[[/folder]]

[[folder:Adventure]]
* The 1997 video game ''VideoGame/BladeRunner''.
[[/folder]]

[[folder:MMORPG]]
* ''{{Roblox}}''
[[/folder]]

[[folder:Platform]]
* ''VideoGame/SuperMarioGalaxy'', in areas without camera rotation.
* ''JakAndDaxter: The Lost Frontier''
[[/folder]]

[[folder:Pinball]]
* The ''VideoGame/ProPinball'' series does this, as each game uses a pre-rendered model of a pinball playfield. The model is rendered from several different camera positions, so players can choose one that works best for them, but the camera remains fixed regardless.
* Similarly, the ''VideoGame/ThreeDUltraPinball'' series uses a pre-rendered playfield model. Unlike ''Pro Pinball,'' however, there is only one rendered camera used throughout the game.
* [=KAZe=]'s digital pinball games all use a fixed camera view, with vertical scrolling between balls to show off the backbox art:
** ''[[VideoGame/SuperPinballBehindTheMask Super Pinball: Behind the Mask]]''
** ''[[VideoGame/SuperPinballIITheAmazingOdyssey Super Pinball: The Amazing Odyssey]]''
** ''VideoGame/LastGladiators''
[[/folder]]

[[folder:RPG]]
* ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyX2''.
** ''VideoGame/FinalFantasyVII'' and ''VideoGame/FinalFantasyIX'' had a fixed camera in battle scenes.
* Most areas in ''VideoGame/BraveFencerMusashi''.
[[/folder]]

[[folder:Survival Horror]]
* ''VideoGame/ResidentEvilCodeVeronica''. The other games of the "Classic" Franchise/ResidentEvil style used bitmap, or FMV, areas.
* ''VideoGame/DinoCrisis''
* The ''VideoGame/FatalFrame'' series.
[[/folder]]
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