The camera remains one of the most integral parts of game infrastructure. We all know how bad camera controls can interfere with the enjoyment of even the most entertaining game. But one of the most important aspects of the camera is one that we hardly think about: the camera perspective. The camera perspective can directly affect how you perceive a game and its world, with first-person, third-person, and even second-person cameras providing alternate viewpoints on the same world. Still, why does the purpose and power of perspective get looked over so often? Skill-based multiplayer shooters are normally first-person, RPG’s are normally third-person, and art house games attempt experimental second-person camera projects; this is the way the world works. But why do we use certain camera perspectives for certain types of games? Well, let’s take a look.
As The Elder Scrolls IV: Oblivion Remastered takes up 125GB, original designer Bruce Nesmith recalls fitting Skyrim into a tiny file size.
Skyrim is still my favorite ES game. I’m playing through it again right now since I never finished it.
That judicious lack of oversight permeated everything in Bethesda's RPGs, in a positive fashion.
I much prefer a left alone Obsidian and Larian Studios. Bethesda's formula has grown old for me.
Skyrim blew my mind when it released. That game took me to the gaming, promisedland. Going back to it when it was updated for the PS5, it felt slightly rough around the edges, but great for its time
We should leave Obsidian alone. Bethesda on the other hand should be kept under constant psychiatric observation.
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