This is not a thread about removing first-person options or about the merits of a full third-person option. I would definitely like a full third-person option. Yet, it appears time and budget makes a full third-person option not currently viable.
Therefore, this is a thread about working within those time and budget limitations. I understand how first-person games can be uncomfortable and headache inducing. So I pondered what could be a possible solution that may not take too much time or budget to add.
Note these possible options may only be available outside combat.
"Static Camera" option
The camera would be static.
Hot Spots - When players click "hot spots," like talking to a character, the camera cuts to the conversation. This bypasses the first-person walking camera.
Looking - Camera defaults to forward looking static camera.
Looking left, cuts to left camera.
Looking right, cuts to right camera.
Looking back (down), cuts to back camera.
Looking up, cuts to up angle camera.
So you can still see 360 degrees around (just without all the camera movement). Letting go (of left, right, up, down) cuts to default forward looking camera.
Moving - To bypass the first-person walking camera, camera cuts to X feet/meters ahead. If not clicking on a "hot spot," the optimal number would need to be tested.
"Cinematic Camera" option
Like the "static camera" option with some little extra touches. It may not need to bypass walking, it just handles it differently. While the character is heading X feet/meters ahead, a cinematic camera is active.
A traditional full third-person option usually requires animations for the full character. A cinematic approach could reduce all this work with extreme camera closeups.
For example...
Player exits a building.
Default front camera: dark alley.
Player presses button to move.
Camera cut: extreme closeup of the character's eyes. Character footsteps are heard.
If a sound effect happens, like a bottle breaking: cut to ears.
Else if a character is hungry: cut to mouth.
Else if a character has Auspex or near smoke: cut to nose.
Else if a character is in a Frenzy or has low Humanity: cut to fist.
Additional camera cuts could be to the environment, like nearby NPCs. Could also cut to other triggers like those mentioned above (broken bottle, smoke, etc.).
Character finishes walking, camera cuts to default front camera.
During the character closeups, we see the character moving in third-person. A gentle bob of the camera can give the impression of a fully animated walking character without all the work required to animate a full traditional third-person character.
These techniques could apply to combat as well. A second option could be a "cinematic combat" option. Maybe somewhere between a "quicktime event" to "Batman: Arkham" style auto-lock. I usually don't play games for the combat, but the story, so the option to make the combat less "twitch" response can work.
These cinematic options could feel more immersive, have a cinematic look and feel, and not be headache inducing.
Any alternative options or ways to refine these options (that would fall within the time and budget constraints)?
Therefore, this is a thread about working within those time and budget limitations. I understand how first-person games can be uncomfortable and headache inducing. So I pondered what could be a possible solution that may not take too much time or budget to add.
Note these possible options may only be available outside combat.
"Static Camera" option
The camera would be static.
Hot Spots - When players click "hot spots," like talking to a character, the camera cuts to the conversation. This bypasses the first-person walking camera.
Looking - Camera defaults to forward looking static camera.
Looking left, cuts to left camera.
Looking right, cuts to right camera.
Looking back (down), cuts to back camera.
Looking up, cuts to up angle camera.
So you can still see 360 degrees around (just without all the camera movement). Letting go (of left, right, up, down) cuts to default forward looking camera.
Moving - To bypass the first-person walking camera, camera cuts to X feet/meters ahead. If not clicking on a "hot spot," the optimal number would need to be tested.
"Cinematic Camera" option
Like the "static camera" option with some little extra touches. It may not need to bypass walking, it just handles it differently. While the character is heading X feet/meters ahead, a cinematic camera is active.
A traditional full third-person option usually requires animations for the full character. A cinematic approach could reduce all this work with extreme camera closeups.
For example...
Player exits a building.
Default front camera: dark alley.
Player presses button to move.
Camera cut: extreme closeup of the character's eyes. Character footsteps are heard.
If a sound effect happens, like a bottle breaking: cut to ears.
Else if a character is hungry: cut to mouth.
Else if a character has Auspex or near smoke: cut to nose.
Else if a character is in a Frenzy or has low Humanity: cut to fist.
Additional camera cuts could be to the environment, like nearby NPCs. Could also cut to other triggers like those mentioned above (broken bottle, smoke, etc.).
Character finishes walking, camera cuts to default front camera.
During the character closeups, we see the character moving in third-person. A gentle bob of the camera can give the impression of a fully animated walking character without all the work required to animate a full traditional third-person character.
These techniques could apply to combat as well. A second option could be a "cinematic combat" option. Maybe somewhere between a "quicktime event" to "Batman: Arkham" style auto-lock. I usually don't play games for the combat, but the story, so the option to make the combat less "twitch" response can work.
These cinematic options could feel more immersive, have a cinematic look and feel, and not be headache inducing.
Any alternative options or ways to refine these options (that would fall within the time and budget constraints)?
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