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10/03/12 10:26:04 AM#21
Originally posted by strangewizard The reason a first person perspective cripples you isn't bad camera design. Doing a first person camera perspective is actually substantially easier than third person, as you don't need to worry about objects blocking the camera. There's simply no way to design a first person perspective that lets you see what's going on anywhere near as well as a third person perspective. As you note, there have been many first person shooters, and none of them have figured out. The only thing they can do to make the game playable for PVE is to make it a lot less challenging than they could if you had a clearer view of what was going on. |
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10/03/12 10:26:39 AM#22
The problem with first person view is that it actually shrinks the viewable space considerably compared to real life. It is comparable to wearing goggles with side blinders. Our eyes see a lot more than what is just ahead of us. Third person, while overexaggerating actually gets closer to the the real life field of view...obviously adding a bit since you can see your character and a bit more to the sides than normal. The only way first person would truly work for immersion is to have a headset with monitors covering all fields of vision. Currently first person view is closer to running around looking through a video camera rather than through real vision fields.
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10/03/12 10:30:24 AM#23
Originally posted by strangewizard What you describe sounds pretty much how it works in Morrowind, Oblivion and Skyrim and I didn't care for it much. The Mount & Blade/War of the Roses style where you actually "swing" your mouse to determine the direction of your slash/stab or block is a lot more intuitive for me. And its in third person view. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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10/03/12 10:33:40 AM#24
Originally posted by Quizzical I played Quake 2 with a FOW of 120*. It actually bothers me that newer games have set the FOW to 90. It has to be atleast 100 for me to feel comfortable. (* field of view = 120 degrees) Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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10/03/12 10:33:40 AM#25
Originally posted by strangewizard I think the best way it could be implemented would be in a survival horror game. That way the first person perspective is directly adding something rather than taking something away. You have the scare of if those zombies (or whatever other creatures are terrorizing you) are right behind you.
Where as if you tried to take an existing game like WoW, GW2, etc and said "Ok, it is the same game, but you only get first person" people would hate it because you took something from them instead of adding something to the experience. |
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Originally posted by Quizzical Depends on the PvE content. Let's use a standard raid analogy. Say you are in a big dark cavern with a giant centipede raid boss. This centipede fights the players, and occasionally moves around the cavern, swiping anyone he catches in his path. Sometimes, rocks fall from the roof of the cave, and you must avoid them. First off, all the player's eyes will be focused on the centipede, so you don't have to make the fight less challenging, but you can also have things happening from a different perspective (above you), by using clever markers (like a big shadow appearing around you as a rock is about to fall). Thus it can be very hard to avoid the rocks, and the centipede when he moves. The fight is far more immersive, because again, first person is that way by nature, but the difficulty is the same as a third person fight. You just need to know ways of making it difficult with that camera setting. |
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10/03/12 10:36:39 AM#27
Originally posted by kaiser3282 In real life, I have peripheral vision and directional hearing. That gives me a much better view of what is going on in the world than you can get in any first person shooter. Furthermore, in real life, I tend not to have a bunch of monsters surrounding me and trying to kill me, as sometimes happens in MMORPGs. If I were in that situation in real life, then yeah, I would be rather crippled as compared to what I can do in a typical MMORPG. Though not having real-life access to heavy-duty weapons and magic spells has something to do with that. You're not arguing that you aren't crippled in first person shooters. You're arguing that you can win in PVP because you're less crippled than your opponents. |
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10/03/12 10:39:02 AM#28
Originally posted by strangewizard Perhaps you can calibrate the content to be playable with a first person perspective. But give the player a third person perspective for exactly the same battle and it likely becomes trivial rather than challenging. |
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Originally posted by plutosams Peripheral vision is what you are refering to. However, this problem is easily fixed in FPS games by having directional sound. You don't need to see something to the right side of you, if you can hear it and turn to face it. As long as creatures/players make enough noise (unless the stealth is part of their capacity), this issue isn't really present. But if you want to get really technical, the best field of vision would be a virtual reality headset, as that would allow us to turn our heads behind our necks, something no FPS I know of really allows. |
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Originally posted by Quizzical
Ah, unless you add an active combat system, in which you have to actually aim your crossbow, fireball, or spear. Then hitting a moving centipede in first person on the weak points becomes difficult, and you can't have good aiming with a third person game. |
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10/03/12 10:44:12 AM#31
So... these people with "better skills" would be denied access to this better equipment? Equipment that they would have a much easier time getting? Good luck with that :) To be honest, I am really confused by what you proposed there. Basically, I am reading "Give those with lesser skills better equipment to compete." and then read "But better skilled players could still beat those better equipped players through their better skills." How does giving players something that has no affect on their ability evening the playing field? - Al Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. |
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10/03/12 10:52:50 AM#32
Originally posted by strangewizard I actually liked Darkfall's system. It gave you the peripheral vision aspect (which I can't do without), forced the FPV for aiming. Add in some mirrors for viewing your appearance, and it's pretty good. Also add in head turning, better. Once upon a time.... |
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10/03/12 10:53:58 AM#33
I'm perfectly fine with it. Furthermore the technology is getting to the point where such a concept is actually viable. However, for an RPG you need to consider the following: - 1st person view tends to work best with certain types of gameplay, namely ranged / shooter / aim-heavy gameplay. It can work with melee combat, but it tends to feel more clunky / awkward than it does for ranged combat types. - By being first person, you do get more immersed in the world, but actually less immersed in your character. This is because the looks of your character are no longer something you are really dealing with, at best you get a glimpse in the UI, but for the most part you never really get a sense of who your character is. This is because the 1st person experience interjects all experiences directly on to you. Personally, if such a thing was to be tried, I'd love to see an approach similar to what Jedi Knight had. 1st person for ranged with a 3rd person switch for melee. It would not only help balance some of the inequalities between ranged & melee, but also prevent you from getting tunnel vision when doing melee combat. Plus, sometimes it's just cool to watch your character do badass things. |
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Originally posted by AlBQuirky
No, I mean that people who didn't have as much FPS skill could compete by spending more time to get better items. Whereas if you didn't have quite as good gear, you could bridge the gap with superior skill. However, yes, as you said, someone with lots of time and dedication to get the best gear, and having good FPS skills, would be doubly superior, indeed. However, most the time, the people who are slower and not as good at FPS, are typically the better grinders, and people with less patience, typically have better reflexes. While this isn't always true, I've noticed it as a trend (take that for what you will). But your argument doesn't just apply to this, it can apply to any competitive game. There are always going to be good and bad players, and someone will almost always be better and worse than you. This will happen no matter what the difficulty of the game is, be it time, knowledge, reflexes, etc. |
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10/03/12 11:00:44 AM#35
Originally posted by Quirhid were only a few years out (maybe 5-7) from widespread flexible oled screen technology so you might get your 120 degrees, and of course you could get it now with a 3 monitor setup. I have to be honest with you. We have completely blown up the design of EverQuest Next. For the last year and a half we have been working on something we are not ready to show. Why did we blow up the design? The design was evolutionary. It was EverQuest III. It was something that was slightly better than what had come before it. It was slightly better.What we are building is something that we will be very proud to call EverQuest. It will be the largest sandbox-style MMO ever designed.--Smed |
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Since we are discussing this, would it be possible to create such a MMORPG with no user interface? Like this... http://www.youtube.com/watch?feature=player_embedded&v=ihp5FHz6ABI I'm curious, very curious.
EDIT: Aside from a chat menu, and possibly menus like backpacks that open up to deal with economy, but a very minimalistic or no-user interface type of system? I don't think it has been done before in the context of MMORPGs. Most MMORPGs have information overflowing onto the screen. |
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10/03/12 11:03:33 AM#37
This is very true. I find that the FPS crowd are much more interested in how they compare to others than the RPG crowd is. Now, look at the title of the thread. "MMORPG" is specifically mentioned. Now we've derailed into a "MMOFPS" discussion. - Al Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. |
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10/03/12 11:17:06 AM#38
Originally posted by Amaranthar Oculus Rift :) |
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10/03/12 11:25:50 AM#39
Originally posted by strangewizard EverQuest was originally first person. Darkfall is first person. Vanguard has a first person mode where you can look down at your legs. It exists, and its great, especially in Darkfall. |
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darkhalf357x
Hard Core Member
Joined: 1/25/12
I'm only playing the role chosen for me. Who you supposed to be? |
10/03/12 11:28:00 AM#40
Having played RPGs nearly my entire life the best option is to allow both. I prefer and default to First Person but depending on the game and how the camera works I always like the option to pull out to 3rd person ... even if its just me wanting to see how cool my avatar looks :-)
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