Point of view (POV)
Designing the camera movement and point of view is designing the spectator's
eyes, showing him the best view to understand the scene and get hold of
the events. Braningan says:
"We are constantly required to keep track of the ways in which our
perceptions are related to the perceptions of the characters within
the story. [..] what is certain about comprehension is that the perceiver
must search, compare, test, discriminate, and speculate within many
realms and imagined contexts." (1)
The way perception works in this case is analyzing the objects seen in
relations to the surrounding environment. This gives the spatial pattern
to the imagined space, and gives the spectator/player a good idea about
his/her position in this place. The movement of the camera is essential
itself. Smooth sliding might give the impression of flying or driving,
when an advancing jumping view might give the illusion of walking. The
essential aspect in choosing the point of view is choosing what to show
the spectators.
"An apparent point of view shot, for example, may represent a view
from very near the character's head, or represent what would have been
seen if the character's eyes were open, or represent how a distant character
imagines that he or she might be seen by another, or represent what
might have been seen from that position if a character was standing
there." (2)
On point of view design in we refer to Noah Falestine's article in the
siggraph conference.
" [..] But to gamers, second person narrative should have a familiar
feeling. Perhaps this rings a bell: "You are in a maze of twisty little
passages, all alike. You see a pointy stick here." Classic text adventures
were often written in second person, implying that "you", the player
were somehow participating in the adventure described. In fact, "the
medium of participation" is a basic definition of interactivity. So
what does that mean to the game designer who is deciding what point
of view to use? In interactive entertainment, as in film, there are
two varieties of POV. The first is the physical point of view: where
do we put the camera? Should we use a first-person eyeball POV as in
Doom and all its kin, or a removed 3rd person view seen in most strategy
games and action games like Crusader? Adventure games, being the closest
interactive cousins to film, and action games like Wing Commander and
Super Mario 64 have begun to use film's roving and changing point of
view as well, moving from first to third person and back. The increasing
power of the target machines and enhanced 3D capabilities have given
designers much more latitude with the physical point of view. But the
second kind of POV is much more germane to the comparison with other
media. Whether you're playing Duke Nukem or Wing Commander, Warcraft
or Super Mario 64, you're asked to take on a persona, a kind of psychological
POV. It can be subtle or overt, suggested or spelled out in 3D glory,
but this second-person dominance is as pervasive in interactive titles
as it is rare in literature. That's not to say that every interactive
piece has to be second person. We share in common with other media a
flexibility, [..] it's the nature of interactivity itself to draw the
audience in, allow them to interact with an imaginary environment. Furthermore,
interactive media transform the audience of passive media into a player,
making choices that affect the experience. For this reason, the natural
choice of POV in interactive is psychological second person. But the
actual manifestation of this point of view is often ambiguous, sometimes
intentionally so. Just who is the "you" of "You are in a maze of twisty
little passages, all alike"? Some games show the player a protagonist
that the player controls. But are "you", the player, becoming that person,
controlling him, or merely making suggestions for him? " (3)
It might be hard to contribute after Falstein's article, after his fine
and accurate analysis of the importance of choosing the exact camera location.
But it is in vain that choosing the point of view is one of the major
choices a designer should make when designing a computer game.
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The first person's point of view gives the impression of seeing
through the character's eyes. The sense of unity with the character,
and the ability to choose where to move according to the analysis
you make upon understanding the perceived image if you see it with
your own eyes is critical in making decision.
One thing is missing here: the avatar is a hidden object, and the
character's figure is not important anymore. So you don't know who
you are in this game, or how do you look, as much as you know what
you are seeing and where you're moving.
Using the third person's point of view enables the player to see
the events as a movie spectator, with a slight difference. Instead
of watching the movie, you are inside the movie now, which is the
core of new narrative. This works in the case of leading a team
or controlling a character that is followed by another one.
You get the chance to actually see what is happening behind you
or on your sides without having to actually turn your head, and
this is important in adventures game
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[Time location] - [Time]
- [The Genre] - [The plot]
- [The quest] - [Characters]
- [Point of view]
[Summary] - [Conclusion]
- [Table of Contents] - [References]
(1)Braningan,
Edward, Narrative comprehension and film, Routledge 1992
(2)Braningan,
Edward, Same
(3) Falstein,
Noah: A Point of View (1997). http://www.theinspiracy.com/ArPOV.htm
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