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To kick off this thread, yes, I know you guys just love reading my long winded posts… I’ll get this out of the way first.

My favorite genre of videogames is First Person Shooters.  Ever since I played Wolfenstein 3D back on my dads useless Tandy, I’ve developed a love affair with FPS like no other.  I’ve played a whole **** load of them and always find something innovative or fun that each FPS possesses that others don’t.  Even many of the crappy Doom clones that came out in the early 90’s.  Sure they sucked, but there was still that fun factor.  Seeing what the developer was trying to do with the same engine that everybody else was using at the time meant that the gamer profited from experience, as did the developer.  Some were cool while others I wouldn’t mind forgetting, but they all did one thing for me… escalate my thirst for more first person shooters.

With that out of the way, I’ll say that even though I love FPS’s, I (most of the time) am quite pissed off about the perspectives that the camera gives.  Or rather, the proportions of your character to that of the world he’s traversing.

Turok was the game where I first noticed this problem and ever since, I’ve been looking for it in every shooter I play, and now during the wonderful period of one of the finest games to ever grace any home console, Metroid Prime (as if I had to say it)  I find it inherent once again.  Ok, I don’t consider Prime a true FPS, but you know what I mean.

What I’m talking about is this.  When you play Metroid Prime, look at Samus’s height compared to that of steps, crates, boulders, and even the ground itself.  Why does she seem so tiny when you’re right in front of a particular object?? 

For example:  Go to the Main Plaza in the Chozo Ruins, and walk towards the half pipe and jump onto the second step, then walk directly up to the wall and take a note of where the top of her vision lies.  The back of the step completely engulfs her sight.  Then, jump up on the ground level above and see where her vision lies and also shoot it.  It’s not much higher and it looks like from far away that the blast hit a spot on the wall not much higher than her ankle.  Plus, look at the jump.  Sure, Samus can jump higher than a regular human with the Chozo Armour, but when you land on the top step, it doesn’t look she jumped much higher than waist high.  I don’t know if I’m explaining myself clear enough…  I hope you understand so far.

After that, go anywhere and try this experiment.  She seems regular size at a distance, but when you walk up to an object, she seems to shrink.  But then when a cut scene happens in Prime, Samus looks regular height compared to her surroundings and everything is kosher.  Wtf is up with that?

Why does she feel so small??  Is it just me, or is it a common thing in all FPS’s that can’t be correct because of the stationary camera??  <---Though I doubt that.

Take Turok 2 for example.  In the first level, walk up to what should be the bottom bricks to the walls, but they’re fricken HUGE compared to Turok.  They’re almost eye level for crying out loud!  What gives?  They should be shin high at best.  When I look at my old high school, those bottom bricks aren’t at eye level… they’re not ungodly large, they’re the size they’re supposed to be.

Perspectives are messed up all the time in first person shooters and I want to know why.  If anybody has any insight into what I’m explaining, or if you want to point out how utterly insane I am, go right ahead.  I, however, do hope that I’m not the only one to notice this sort of thing in first person shooters.

Any input is welcome guys, I accept your rebut.

Good day.
Thread title: 
You're not insane for noticing the perspective thing, but you ARE insane for playing Turok, ever :)

I blame the fact that it's a chozo facility.  They're taller than humans :)

Personally, the thing that pissed me off more is the lack of FEET in shooters.  Nobody has any feet! (Except in Tribes 2 and that Jurassic Park game with the physics that no-one played)
Not to comment on the FPS thing, just metroid: Samus has always been an insanely high jumper, and is always tiny compared to her platforms. She's two blocks high in each 2d metroid, and the smallest platform is at least one block tall. So Retro can claim they're only following the series's lead.
I honestly don't really know what your talking about much, but perhaps you should look at it from a logical standpoint.

its so that you can SEE it.  it would be a pain if you always had to look down in an FPS to see that foot tall rock that your stuck against.
Well, I guess it's not so much a complaint as just an observation.  It doesn't hinder gameplay for me in the slightest.  I just happened to notice this thing that's pretty much common in most FPS but I don't hate it or anything.  If I did, they wouldn't be my favorite types of games.
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Ready and willing.
I'm guessing we're talking about the same kind of rumanations as "why don't I have feet?" here.
Not impossible
just highly unlikely
You might want to get that avatar fixed, Yoshi. That angelfire image exceeds the size limits.  Shocked
Quote from Toozin:
You might want to get that avatar fixed, Yoshi. That angelfire image exceeds the size limits.  Shocked


Actually, Ive noticed that all the images on this site that are hosted by angelfire aren't working.
Quote from Pulse Bombu:
Quote from Toozin:
You might want to get that avatar fixed, Yoshi. That angelfire image exceeds the size limits.  Shocked


Actually, Ive noticed that all the images on this site that are hosted by angelfire aren't working.




u could host ure image here its free and works
Perspective in 3D games... has ALWAYS, CONSTANTLY bothered me. Most newer ones are making a better job, but you still see the occational 7ft brick, or half-a-foot door...

One thing I find funny is that you feel terribly small in almost all these games. I'm not sure why, but I have yet to see a game that makes you aware of ... well, sizes and stuff. I recall, in Prime, standing on one of those platforms going up and down in that shaft in the "beginning" of Magmoor... I realized how much natural it felt if you stand on the slightly higher part closest to the wall on each platform. For once, you don't feel like a midget when looking down.

Also noticed while playing Halo, how odd it is that you can stand, 7ft tall, something, look down, use the melee button, and still hit the ground... How do you hit the ground below you, with your fist, while standing straight up? Also saw something funny in co-op (still Halo)... I was aiming at my friend, for fun. He turned around and aimed at me. Then I noticed, when I had my shotgun toward his character model's head, on his part of the monitor it looked like I was aiming toward his chest. You actually have to aim one head's length above someone for it to look like you're aiming towards their head, from their point of view. I'm guessing this is why you don't feel quite as dwarfed while playing Halo (plus, you're one head taller than the marines anyway), but there HAS to be some way to program the camera to feel more natural, without having it one foot above the actual character...

I dunno. Things like that are odd. Same with F-Zero. When you switch to the "first person" perspective, it still feels like the camera's tied on the top of a pole at the back of the vehicle, for some reason... I'm thinking it'd feel more natural if you moved the camera in front of the vehicle and sort of reverse-zoomed.. but then you wouldn't have the same field of view, and that'd be even worse, gameplay-wise... Ah, this is tricky!
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Ready and willing.
Quote from Toozin:
You might want to get that avatar fixed, Yoshi. That angelfire image exceeds the size limits.  Shocked

Whoops. My browser somehow picked up the magical power to get around image blocking. Don't worry, I've got a image host. My avatar was just somewhere from long ago.

EDIT: Except it only does JPGs, not animated GIFs. *sigh*
you know what's weird?
when you go to the pirate bases, (ie research lab hydra) the doors are all samus-sized. Pirates can't fit trough. It made me laugh... dumb pirates trapped forever in those rooms :D
Quote from Smops:
you know what's weird?
when you go to the pirate bases, (ie research lab hydra) the doors are all samus-sized. Pirates can't fit trough. It made me laugh... dumb pirates trapped forever in those rooms :D


Of course pirates can fit!  Ever heared of ducking?  They hunch over anyways, so I'm sure they can duck.
they are too big, not just too tall. they would need to roll into a ball or something to fit trough o_-
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Ready and willing.
Aha, and that explains why they were researching Morph Ball technology...