The Project: Third Person Shooter for PC Platform.
The Core of Third Person Shooters Part One:
Why use the Third Person perspective?
Player: The person who plays the game, who controls the
character.
Character: The entity that interacts with the game environment,
controlled by a human player.
The Third Person perspective allows
for players to see the character they’re controlling at all times. The camera
always follows from an outside point of view, enabling the player to see the
environment and immediate colliders around the character they’re controlling,
therefore creating a more grounded feeling of movement and interaction.
Having the character in view provides a more
intriguing way of storytelling; as opposed to having the camera in First Person
view. The character has been physically defined and presented in front of the
player, triggering a heightened sense of role playing. The player becomes the character,
instead of the character becoming the player; the less the player sees, the
more he will have to create with his own imagination, something we want to
avoid when trying to tell a realistic story in video games. There has to be
boundaries set; how much do we want the player to make his own, and how much do
we want to define as facts. In order to have a pre-defined and believable
character, it is better suited to use the Third Person perspective.
Case in Point:
Max Payne ( 2001), Remedy Entertainment,
GoD Games
Max Payne uses the Third Person perspective to tell a more
mature and relatively realistic story. You always see Max when you’re
controlling him. When you get used to the controls, you become Max. You know
how tall you are, how you look and what kind of clothes you wear. He has a
voice, he speaks, he reacts and is overall more grounded in reality. There are
no “ifs” and “buts”. The character has been pre-defined.
Half-Life
(1998), Valve Software, Sierra Entertainment
Half-Life’s story is every bit intriguing as it is unknown.
We know nothing about the main character we’re controlling, only his name and
what he possibly looks like(He’s never shown in gameplay, but we see what he
looks like in the game’s menu). He never speaks, never shows any emotions,
never reacts to anything. He’s a blank slate for the player to fill. So Gordon
becomes the player.
Mechanics wise, Project Scarlet Rain fuses old-school skill based gaming with contemporary features. Features like leaning, navigating and path finding combined with relatively newer ones such as the ability to free-look and manipulate objects manually within the game environment combine to produce a hybrid that rarely exists in independent game projects. The camera can be maneuvered in 360 degrees to look around and investigate the surrounding area, and game objects that the Character can interact with are all responsive to the Player commands.
In Conclusion:
The Third Person perspective offers a more cinematic, engaging and character-based storytelling method that Project Scarlet Rain aims to deliver.
Third Person Perspective:
Resident Evil 4(2005), Capcom
Metal Gear Solid 3(2005), Konami
Tomb Raider 2(1996), Core Design, Eidos
First Person Perspective:
Duke Nukem 3D (1996), 3DRealms
F.E.A.R. (2005), Monolith, Sierra Entertainment
Call of Duty 4: Modern Warfare(2007), IW, Activision
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