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Level Up.pdf

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128 LEVEL 6 The Three Cs, Part 2—Camera<br />

As gameplay moved into the Z- axis, game creators explored more cinematic<br />

camera views. While a few games in the 1970s featured a fi rst person<br />

camera, it wasn ’ t until Wolfenstein 3D (Apogee Software, 1992) and its<br />

successor, Doom (id Software, 1993) that the camera view became<br />

popularized. The camera is used in a variety of game genres, from racing to<br />

platform; it became most associated with the first person shooter. Despite<br />

its popularity, it ’ s hard to discern if the first person camera is really the best<br />

camera for gameplay. Here ’ s a quick comparison of the pros and cons of<br />

the first person camera:<br />

Advantages Disadvantages<br />

Easier to aim weapons at targets Hard to gauge jump and movement distance<br />

Player views character as “ self” , Players can ’ t see their character and can<br />

allowing for greater immersion in<br />

game world<br />

lose emotional connection<br />

Easier to create atmospheric Player is not always looking where the<br />

situations (like horror) designer wants them to look<br />

Player gets close look at weapons, Game objects (like pickups) have to be<br />

world objects, and puzzle items exaggerated in scale to compensate for<br />

distance<br />

As you can see, the arguments for and against the first person camera are<br />

pretty darn even. But regardless, there are some pretty fun visual effects you<br />

can pull off when using a first person camera.<br />

• Blood splatter: many current FPSs use a blood splatter effect on the<br />

screen to show that a player has taken damage. You can also have the<br />

screen start to “ grow dark ” or dim to represent the player dying. Some<br />

games use this effect heavily and some games do it light, but I feel it ’ s<br />

pretty unfair to punish a dying player with the additional disadvantage<br />

of not being able to see the gameplay (or where the damage is coming<br />

from!).<br />

• Raindrops/mist/lens fl are: based on, for example, images seen on<br />

TV news camera lenses, the effects of weather can be shown. Some<br />

driving games even include windshield wiper controls to clear away these<br />

effects.<br />

• “ Predator vision ” : based on the thermal camera effect seen in the<br />

movie Predator, you can simulate these effects in a first person view to<br />

make the player actually feel like they are using high - tech or alien gear,<br />

such as night vision goggles. Just make sure the effect actually gives<br />

the player a gameplay advantage in addition to looking cool.

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