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* AlwaysOverTheShoulder



* FreeRotatingCamera

to:

* ThirdPersonShooter
** AlwaysOverTheShoulder
**
FreeRotatingCamera


** Laconic/BackofHeadTransition


** BackofHeadTransition

to:

** BackofHeadTransitionLaconic/BackofHeadTransition

Added DiffLines:

** BackofHeadTransition


* ThirdPersonShooterFirstPersonSniper

Added DiffLines:

* ThirdPersonShooterFirstPersonSniper


When dealing with 2D graphics, it's relatively simple to make the viewing clear. Everything's on a single plane, and then it's just a matter of designing the levels well. Even in faux 3D, it's still on a single plane. Heck, even in the earliest PolygonalGraphics, either movement was limited, the levels were auto-scrolled, or the games were in first person.

to:

When dealing with 2D graphics, it's relatively simple to make the viewing clear. Everything's on a single plane, and then it's just a matter of designing the levels well. Even in faux 3D, it's still on a single plane. Heck, even in the earliest PolygonalGraphics, UsefulNotes/PolygonalGraphics, either movement was limited, the levels were auto-scrolled, or the games were in first person.


So as you can see, there are lots of choices for how a developer shows a game, [[Film/TheLastCrusade "But choose wisely"]].

Compare RuleOfPerception.

to:

So as you can see, there are lots of choices for how a developer shows a game, [[Film/TheLastCrusade [[Film/IndianaJonesAndTheLastCrusade "But choose wisely"]].

Compare RuleOfPerception.RuleOfPerception, CameraTricks.

Added DiffLines:

** UnbrokenFirstPersonPerspective


But then third person 3D graphics advanced enough to allow free movement, and it stopped being simple. It turned out no matter the view chosen, even the best designed games were at risk for CameraScrew (and with not-so-well designed games, it was a certainty). Thus it could become vital to not only design levels for best visibility, but also to chose the best camera. Should the camera be locked, or should the player have control over the camera? And if the latter, which kind of control.

to:

But then third person 3D graphics advanced enough to allow free movement, and it stopped being simple. It turned out no matter the view chosen, even the best designed games were at risk for CameraScrew (and with not-so-well designed games, it was a certainty). Thus it could become vital to not only design levels for best visibility, but also to chose choose the best camera. Should the camera be locked, or should the player have control over the camera? And if the latter, which kind of control.
control?


So as you can see, there are lots of choices for how a developer shows a game, [[IndianaJones "But choose wisely"]].

to:

So as you can see, there are lots of choices for how a developer shows a game, [[IndianaJones [[Film/TheLastCrusade "But choose wisely"]].


Compare RuleOfPerception. See also CameraPerspectiveSwitch, for when the viewpoint in-game can change from first to third person, and vice-versa.

to:

Compare RuleOfPerception. See also CameraPerspectiveSwitch, for when the viewpoint in-game can change from first to third person, and vice-versa.


Added DiffLines:

* CameraPerspectiveSwitch


Compare RuleOfPerception.

to:

Compare RuleOfPerception. See also CameraPerspectiveSwitch, for when the viewpoint in-game can change from first to third person, and vice-versa.


* [[{{Ptitlejqlrs1rq}} 2.5D]]

to:

* [[{{Ptitlejqlrs1rq}} 2.5D]]TwoAndAHalfD

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