v1rus
Arcane
- Joined
- Jul 14, 2008
- Messages
- 2,256
Third person = more popular with storyfags/LARPers. It's more ~emotionally engaging~ when you can see your character. This change will definitely piss off a lot of the sort of people the Codex likes to make fun of.
I have to disagree with this. Being quite a storyfag myself, Im quite sure that first person > third person. I mean, first person is way more immersive, and thus should provide stronger ~emotional engagement~.
Dont really get the crowd moaning about "muh tpp", prolly just soyboys and landwhales who wanna parade their neon colored hairstyles.
You know, this is probably a very silly question to ask but, can you explain to me how first person is immersive?
And I mean this in a general sense. I genuinely don't understand the mechanics of immersion through fpp. Like, when I play a fpp game it doesn't actually engender me to the characters perspective. I don't feel like I'm viewing the world through their eyes or even my own. It feels like I'm looking at something, which is looking at something.
I'm sorry of this is incoherent or doesn't make sense but the phenomena I experience when playing these kinds of games is very hard to put into words properly, I guess what I'm trying to say is its basically the sensation of looking at a screen. It doesn't pull me into the game anymore than a tpp or isometric game would.
So if you could explain your perspective, or how fpp increases immersion in general I would greatly appreciate it. Because as it stands now when people talk about fpp being more immersive there is this massive dissconnect in my mind that prevents me from properly understanding what they're taking about,
Point of view is an extremely powerful tool, and one taken for granted very often. There has been a shit ton of philosophy (some retaddred, some damn interesting) in film theory, detailing what PoV actaully is, and whats it capable of, the common agreement being that "point of view" can serve as the point of view of the extradiegetic narrator (film camera), the point of view of the intradiegetic characters and, in a broader sense, as viewpoint/standpoint (as in, Eisensteins film are from the point of view of an average commie, hating the nasty bourgeoisie). Nick Browne has an exceptional essay where he analyses "the power of the view" in John Fords "Stagecoach". In short, he concludes that how you frame and compose the shot holds great deal of information that naturally communicates with the viewer, both on the consciousness and subconsciousness levels. While someone casually seeing the scene he analyses (the lunch break, near the start of the film) would certainly understand (or rather, feel) whats happening in it, he would probably be unaware of all the subtle machinations that are at place there, that all serve to reinforce what the scene is trying to present. And we are talking about films here - you cant literally see from the characters PoV, but rather a camera angle and shot composition that enforces a characters PoV.
This should all go double for vidya, not only cause you can literally see through the eyes of your character (or rather, yourself), but because you can connote shit ton more of information (and emotion, for that matter) than you could in third person view. For an example, if Witcher 3 was in the first person, you could (theoretically) detect, identify and analyze the trails/footprints yourself, from up close, instead of using much hated
I'm not saying any of this shit is standard in fpp games, or that its going to happen in Cyberpunk, but that theoretically, fpp has such, and even broader, capabilities. There is also the question of framing and shot composition, with fpp allowing way broader framing capabilities (you can intuitivley look at the sky, message on the wall or ground for instance) and shot composition is unrestricted (you dont have a character blocking part of the shot 100% of time), but I think this aspect is way less important than the one i tried to illustrate above.
tl;dr - FPP has way broader and powerful capability "showing you" something, as opposed to "telling you" - you dont need extradiegetic elements (interface, popup windows) telling you there is a little strange mark on the wall, since you can see it for yourself. Thus, its more capable of intradiegetic means of communication (beside the literal PoV intradiagetic, instead of extradiegetic), which means camera immerses you into intradiagetic world better than TPP camera does.
Last edited: