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Antihero said:It could get pretty annoying with either having to load a new screen every dozen steps or basically become a side-scroller.
Then it's just a side-scroller, or a scroller of some nature - at which point it might just be better to drop it - or did you mean something else? Even if you just keep the perspective, it's still going to feel pretty cramped - like an old first person perspective RPG, only you get to control yourself in the third person. Pretty sure older RPG games have done something similar to that, even if not the exact same perspective - like Neuromancer on the C64/DOS comes to mind. Probably better examples out there.Elhoim said:Antihero said:It could get pretty annoying with either having to load a new screen every dozen steps or basically become a side-scroller.
Not really, it can be done pretty seamlessly, even in a 3D game.
Looks like someone doesn't return medical database.zeitgeist said:
mondblut said:Good luck hand-drawing 100000000000000000 screens.
Those who prefer responsiveness and informativeness in their perspective, rather than artfaggotry, obviously.denizsi said:YES, I've also been thinking of this a lot lately. I'm very distraught that games are reduced to this silly and utterly unimaginative concept of a faux-simulation using a single model. Who the fuck enjoys seeing the neck or the butt of a character and the world around in the exact same view point for 30+ hours?
If it's more along the lines of Adventure with RPG elements, sure.JarlFrank said:I approve. It would be fucking awesome to have an adventure-RPG hybrid that works like the previously mentioned Bloodnet.
Adventure-RPG hybrid is the keyword here, though. For a pure RPG it doesn't make that much sense to use this perspective. For a hybrid, it's perfect.
DraQ said:Those who prefer responsiveness and informativeness in their perspective, rather than artfaggotry, obviously.
It provides consistent view of the environment relative to your character. In case of my beloved FPP I could also add "unobstructed".denizsi said:DraQ said:Those who prefer responsiveness and informativeness in their perspective, rather than artfaggotry, obviously.
And please explain how locking onto the butt or the neck of your characters have provided have provided responsiveness and informativeness in the past?
I'd say it's simply relative lack of non-scripted content.Spellcaster said:Well, I'd say that the amount of battles is what differentiates them, but that could spark some "hence the fact that PS:T isn't an RPG", which would certainly derail the thread.denizsi said:Also I'm lost on the difference between RPGs with adventure elements (your typical RPG) and adventures with RPG elements (duh, your typical RPG again?). What are these RPG elements in adventure games that are worth mentioning as extras over adventure games without the RPG elements? Where is the line crossed where either one stops being itself and becomes the other one?
So, probably the amount of stats check. and battles.
Unless your game is in the glorious 320x240, I can assure you that 3D will be the cheaper option, provided you don't have a slave army of artists and animators eager to work for leftovers from the master's table locked in your basement. High resolution 2D is very, very costly, which is why most developers moved away from it. There's a reason why most 2D games these days either come out on handhelds (low resolution), or are fighting games (limited number of characters and backgrounds).Spellcaster said:Also, the game could be in 2D, which pleases me a lot and it’s not that expensive.
DraQ said:It provides consistent view of the environment relative to your character. In case of my beloved FPP I could also add "unobstructed".denizsi said:DraQ said:Those who prefer responsiveness and informativeness in their perspective, rather than artfaggotry, obviously.
And please explain how locking onto the butt or the neck of your characters have provided have provided responsiveness and informativeness in the past?
You also have perspectives like 2D overhead, 2D isometric and 3D free-rotating and zooming cam, that all provide good tactical overview a camera *locked* onto some arbitrary point in space might fail to provide.
All the perspectives mentioned also have distinct advantages of:
a) working well in large, continuous, often complex environments.
b) not requiring camera position to be arbitrarily defined in all possible cases.
What advantages, apart from "it looks cool and makes entire game look sort of like a lengthy cutscene" does adventure cam have anyway?
For the exact same reason why it is better to not have interface elements that change colour, shape and location on the screen randomly.denizsi said:Explain why consistency in mere viewpoint is inherently better.
Yeah, designing stuff that actually matters around fantastic-spastic cinematic camera is just so reasonable.Obstruction of view depends on the design and so are (a) and (b).
So, what are the other options?It is possible to have dynamic camera angles providing that adventure look. It's still more work than simply adding a fixed trail camera but it's different than setting up hundreds of fixed scenes with limited view range. We aren't talking about 2D games here any more. There isn't even any point bringing up these points with 3D now.
Let me put it this way - if you turn towards camera as means of injecting creativity and imagination into your game, the camera is the least of your problems.That it's utterly boring and unimaginative? That games are meant to be fun, not exclusive pseudo-simulations? Unless of course you consider seeing your characters' butts and necks all the time fun and inspiring... For that purpose, I prefer erotic videos.
With a powerful machine it's easier and more profitable (in terms of enriching the gameplay with emergent situations) to simulate physics, then try to sieve out those emergent situations that happen to be bugs, than to try and infer complete abstract logic from your idea of physics it is going to simulate, then explicitly scripting all enrichements you can think of and test the result for stupid loopholes and other unforseen consequences.denizsi said:It's ironic when this is coming from the "let's use real physics simulation for combat in our games, the unaccounted inconsistencies with the physics be damned!" guy.