Haldgar said:
Yes that was one thing i said, but i also gave many other examples from a 3D engine perspective (e.g you cant see a very distant city, no sense of height). This is the, hmm, third time something i've sad i gave examples and still youre trying your best not to, either understand this or you just dont read what i post. ..and you're saying i'm trolling?
GG.
Please try to actually read what you wrote in this thread before replying, okay? You claimed that you had given a ton of examples, while you hadn't before that conversation thread started.
Ie. the first real examples you gave beyond walking around art were *after* I asked you specifically for them to which you replied that you'd already given examples.
Haldgar said:
Why are you even in this discussion if you don't know/don't want to understand what immersion means (i'm sure you DO understand it,' its just that its really convenient to suddenely NOT understand, "trolling" is another word for this).
No, yet again, what do you mean by immersion?
The reason I continue to ask this is because you still haven't explained what *you* understand for immersion and how exactly rotating cameras help that. All you've given are a couple of concrete examples of things you feel work better from a first-person view (which is strangely yet something else than a rotating camera), but that does not explain how this facilitates 'immersion' or what you understand under immersion.
Haldgar said:
Paintings are still 2D, remember? Please, we've had this discussion already.
Do you live in some alternate dimension where a discussion amounts to nothing more than you posing a statement and then not saying anything more about it because 'you've discussed it already'?
Haldgar said:
In any case, believable height can't be done in isometric perspective, e.g you could never look down from a e.g a mountain and "feel" how high above the ground you are etc etc.. This works best from first person view.
And this is where good *artistry* comes into play.
A good artist *can* (and will) make height believable from such a perspective.
Haldgar said:
You're very good at saying i'm wrong without giving any arguments to why.
I think you're very good at being a moron and ignoring things people say, ie. Black's exposition as to why you cannot rotate your head in first-person view as you do in real life to which I was largely referring.
Haldgar said:
It's not wrong that your head in real life isnt locked, it's not wrong that a camera in first person view isnt locked. In fact, in both morrowind and oblivion you can even "zoom out" and get isometric or whatever you want from first person view.
Wait, what?
You cannot have an isometric first-person view. In Oblivion you can somewhat zoom out to something that looks like an isometric view (but isn't actually properly functional gameplay-wise), but this is completely seperate from their first-person view.
Haldgar said:
I've already explained my views here.
No you haven't.
You've only postulated 'this can't be done in isometric view' without actually giving any evidence or explanation for it.
Haldgar said:
Yeah that works but it's not very believable (one of the merits you said counted). It's an awful represntation of field of view. If im walking in the desert without anything blocking my view i dont see black fog 30-something meters infront of me, in fact i've never seen this black fog. People doesnt suddenly come out of thin air either, that shit belongs in those awful old Final Fantasy games we're you get surprise attacks from nowhere every 5 meters or so, plain awful in every regard.
I'm pretty sure I never talked about only being to see 5 metres in front of you, I talked about a representation of field of view. Which by its very definitions means that things are drawn if a character could see them, and not if a character can't see them.
Haldgar said:
You're talking about the other fallouts yes, see this is a new fallout with a totaly different camera, so im pretty sure you're wrong that this game would benefit from locked isometric view. Especially since it's not created from the ground and up with that view in mind.
I specifically said 'Fallout games' and not 'Fallout 3' when I talked about isometric view.
Yes, Fallout 3 is built from the ground up with a completely different camera and gameplay system in mind.
So, in essence, Fallout 3 is built from the ground up *as a completely different type of game*.
Haldgar said:
Thanks, I don't even need my morning coffee anymore, i just come here and get a strike and i'm totaly woken up. Awesome.
I know you people are conservative and all, but really, that's the only "good" argument you have. If not i'd like to see the advantages i'm totaly missing here, both immersion and design-wise with a locked isometric view (especially in FO3 that's being designed with another camera in mind..). Still not confident enough to share them? Do they even exist?
I like how you pretend to come up with arguments that we haven't heard a million times over.
Here's some hints:
- Isometric view was invented *after* third and first-person view was invented. So no, 'things change' is bullshit because isometric view *was* the original change.
- There's a very specific design reason Fallout used an isometric view that has absolutely nothing to do with technology of the times.
- Turn-based combat
- I specifically recall saying that very few people support a completely locked camera that cannot be rotated to fit the situation (eg. Van Buren)
Haldgar said:
You're just a rather small, very angry, extremely conservative crowd. The best thing is either to just continue to play FO1-2 for another 10+ years or accept the fact that time changes and that your view can also change.. A third option would be to buy it anyways and then just continue the discussion/hate.. To be honest, that's just a total waste of energy and probably mood.. and so is probably my time spent here (except for mood which is still pretty darn good
). Bye. Have a really good time with Fallout 1 and 2.
Awwww, we'll really miss you.
Buh-bye. Banned.