The Legend of Zelda: The Wind Waker From ... - Douglas Wilson
The Legend of Zelda: The Wind Waker From ... - Douglas Wilson
The Legend of Zelda: The Wind Waker From ... - Douglas Wilson
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y perennial Mario character Lakitu). For the sake <strong>of</strong> convenience, camera movement<br />
was <strong>of</strong>ten automated to guess the most desirable view. However, players were given<br />
some say in the final camera positioning. Using the Nintendo 64 controller’s C buttons,<br />
players could directly control the camera’s rotation and zoom, much like “a phantom<br />
movie director, floating about on an invisible crane.” 36<br />
At first glance, the third-person view might seem disruptive <strong>of</strong> the immersive<br />
trance. After all, we want to feel as if we ourselves – and not some computer-generated<br />
character – are in the virtual environment. But, contrary to Poole’s claims, the third-<br />
person view does not necessarily lead to disembodiment. In the 3D Mario and <strong>Zelda</strong><br />
games, for example, the view always centers on the player’s avatar (Mario or Link<br />
respectively). This constraint, which prevents players from flying the camera around at<br />
will, binds us to our character, thereby enforcing a constant degree <strong>of</strong> avatar<br />
identification. In other words, players cannot fully dissociate their virtual identity from<br />
that <strong>of</strong> their avatar.<br />
We should also note that the purported “realism” <strong>of</strong> the first-person perspective is<br />
itself far from perfect. As Poole argues, the first-person perspective faces problematic<br />
technical constraints. Planar projections that subtend larger angles at the eye suffer from<br />
marginal distortion. That is, objects at the periphery <strong>of</strong> a picture plane look exaggerated.<br />
In the material world, we avoid such distortion because our vision is never fixed; our eyes<br />
use micro-movements to assemble a multitude <strong>of</strong> visual fragments into one total picture.<br />
But because 3D games are by necessity rendered on a single two-dimensional picture<br />
plane (the television or computer screen), these distortions are unavoidable. It is no<br />
coincidence, then, that videogames, like many paintings, “keep the angle <strong>of</strong> vision<br />
artificially narrow.” 37 This narrowing removes peripheral vision, which interferes with<br />
32