Game Development Reference
In-Depth Information
Camera Model
The interaction model you choose to implement determines what camera model
works for you. With an avatar-based model, either first- or third-person perspective
is possible in 3D games, and many games offer both. The first-person perspective is
useful for talking with other characters and moving fast through terrain; the third-
person is more useful when the player wants to see her avatar fighting, casting
spells, and so on. Elder Scrolls III: Morrowind is a good example of a game that pro-
vides both (see Figure 15.8 ).
FIGURE 15.8
Elder Scrolls III:
Morrowind in the
third-person
perspective
If you are using a party-based model, you will probably want an aerial perspective
so the player can see all the members of the party at once and position them as he
wishes in combat. The aerial perspective also lets the player see more of the sur-
rounding terrain, which helps characters explore and allows one character to scout
a little way ahead for danger while still leaving the others visible on the screen. The
isometric perspective was once the de facto standard for party-based play, but with
the advent of 3D games, context-sensitive and free-roaming camera models are now
commonplace.
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