• andicraft@lemmy.blahaj.zone
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    18 days ago

    there was a 7dfps entry like this a few years ago (don’t remember the name) where your camera perspective was always from the view of one of the enemies you were fighting

    extremely confusing

  • Odo@lemmy.world
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    19 days ago

    There’s that Shredder fight in TMNT Turtles in Time where you’re throwing foot soldiers at the screen. Also that first boss in Battletoads.

  • ieatpwns@lemmy.world
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    19 days ago

    Screencheaters on steam. It’s 4 player split screen but you’re supposed to watch other players screen while playing because you’re invisible or something like tha

  • petrol_sniff_king@lemmy.blahaj.zone
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    19 days ago

    I’ve seen a video about this:
    https://youtu.be/LTaQnuQY9fY?t=5m36s

    So, these are sort of confusing terms, but they have a really, really long history.

    The tl;dw: a first person is like the object in a sentence, they are a thing doing an action—speaking, perhaps. Who are they speaking to? Well, that would have to be a 2nd person. Very literally. We’re just counting bodies in the scene. If those two people were talking about someone else, that would be a 3rd person. From this, we can imagine a 4th and a 5th, but as an analytical framework, they’re not fundamentally different from 3rd, so we just consildate them into one category: collectively ‘them’. ‘I’, ‘you’, ‘they’.

    So, in order for a game to be 2nd person, it has to treat you, the literal audience-member you, as the second person in a conversation. They have to speak to you directly by breaking the 4th wall.

    Games actually do this all the time. Any time you’re asked to press the ‘A’ button, they’re speaking to ‘you’, you are the 2nd person.

    So, what does a 2nd-person camera look like? There are ways we could think about this. The video I linked presents some. But altogether, it’s probably more underwhelming than you think. These aren’t really a science as much as they are somewhat mangled metaphors for specific kinds of software or design problems. I imagine, partially from experience, that when people think about 2nd-person cameras, they’re excited about discovering a new kind of physics, sort of like learning that you can in fact take the square root of -1. It feels a bit like forbidden magic. But it’s probably more like the arcade Ridge Racer taking a booth photo of you for its leader board rankings.

    • _g_be@lemmy.world
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      19 days ago

      That’s a lot of words, and they do pretty well at explaining the nuance, but you missed the opportunity to show off the simplest example of the concept:

      Dating simulators

      It’s a game format that literally talks directly to you

      • yermaw@sh.itjust.works
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        18 days ago

        So games like inscryption and doki doki do it really well? And if memory serves psycho mantis in metal gear solid?

  • slazer2au@lemmy.world
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    19 days ago

    Xcom?

    Cmdr: Jenkins shoot that thinman standing in front of you with your shotgun.
    Jenkins: I missed the shot.
    Cmdr: what? How? You had a 98% chance to hit.

  • paultimate14@lemmy.world
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    19 days ago

    I don’t know if any whole games, but a lot of games have boss battles or segments that are in 2nd person. Where the perspective is from the target, and you can see the character you are controlling through their eyes.

    Off the top of my head, this boss fight from Ratchet and Clank 3 comes to mind.

    It’s hard to do this for extended periods for a few reasons. Part of why this is reduced to boss fights so that if you have sections with dozens of enemies, whose perspective do you take? What happens when that enemy dies, or if that enemy needs to suck under cover or go down a stairwell or look down at their weapon to reload?

    Even for boss fights, it only works if the boss’s behavior is controlled pretty strictly, like in that Ratchet and Clank example.

    You could kind of make an argument about sections where you view your character through some sort of diagetic device, like a security camera. Technically you could count Lakitu from several Mario games in that sense.

    Talking about this is giving me ideas though, especially for stealth games. Something that lets you see through the enemy’s eyes and make sure that you do NOT appear in their line of site could be really neat. Maybe.