The first step in this unit is to compare other games, within my games, genre and how they implement, through development, their camera and movement systems within the game engine. I need to deconstruct the adaption of their successful storytelling.
There are several types of camera types to take into consideration. These are:
- Fixed point: A camera that is immobile. Used in games such as Tetris, where the camera has no need to move as all of the action is in a fixed place. A real world example would be a security camera.
- Rotating: This camera has only one movement, to pivot on one axis, showing the vista of an arena in a slow turn, for example.
- Scrolling: These are mainly for use in side scrolling games utilising the cameras ability to move only horizontally or vertically, as though the camera was at a fixed distance and could only follow you along these two planes.
- Movable: These cameras are, again, set at a fixed distance but unlike the scrolling camera, these can move anywhere across that plane.
- Floating: A floating camera is the most versatile, utilising the full range of cameras available. They can move, or be moved in any way and in any direction.
- Tracking: As the name suggests these track the player along a pre-designed pathway. Following the players progress whilst implementing their programmed flight plan.
- Pushable: The third person camera. They float behind the player until the player directs the camera movement by use of a key or analogue stick. The movement is restricted to a pre-defined limit, allowing the player to view other areas around them.
- First Person: The eyes of real life. This camera mimics the view of the player as if they were there. This system requires two sets of controls, one for the body movement and one for the camera, or the head.
As my game is an action/ puzzle one I need to focus on that. That means I will be utilising several camera styles for different purposes in the game.
First I need to focus on the differing camera styles and how to implement them in my games. The best way of doing this is to review older games that have successfully used each of these camera styles.
Fixed Point
This is the most basic of camera styles. A fixed camera is used when the action is fixed to one point, leaving no need for any fancy cinematography.
Most puzzle games, played on mobile phones or tablets, use this style. The action is fixed within the boundaries of the screen and has no need to move elsewhere. Games such as Tetris, Candy Crush, Juice Jam, Card Games, Mahjong, all use this because the action is fixed, using any other would be needlessly flamboyant and probably confusing.
Saying this, the fixed point camera has it’s uses in larger, more complicated games. Mainly as a security cameras, or such, but it also has other applications. There have been games, who’s names escape me, where the camera would move around as normal until you reach a specific area, usually where a task needs to be completed, there the camera would freeze until you had completed the task. This at times was annoying but allowed you to complete the task easier than if a floating camera was used, have you ever played a game where the camera moves around so much every time you try to complete a task, making the task twice as hard because you can’t quite see the objective, no matter where you move. Fixed cameras are an important and useful tool in gaming if used right. Making the game flow at a normal rate and, if done correctly, you will never notice. The viewpoint is a person staring fixedly at one point, with their peripheral vision filling in the boundaries of the area of the scene.
Rotating Camera
The rotating camera is a step up from the fixed point camera. It has the same attributes except for the fact that this one pivots from it’s fixed point. This allows the player to view the scene easily, again without the annoyance of a floating camera.
They are usually used in fixed scenes where a series of actions need to take place. This could be a battle, where the action slews from one side of a room to another, or a puzzle needs solving, collecting pieces, or toggling switches, or a combination of the two. A good example of this is in resident evil. Upon entering a room, or corridor, the player would continue forward under the view of a rotating camera, as you proceed to the next room. The viewpoint is as if someone was sat in the room watching your progress.
Scrolling Camera
A scrolling camera is one of the oldest and most widely used. During the early days of gaming a high proportion of games were platformers. This is mostly due to the technology at the time but the developers utilised their inability wisely. The scrolling camera is set at a fixed distance from the player, focussed entirely on them for the duration of the scene, or game. The camera moves along this fixed plane, following the player, allowing them a radius of sight around them. Platform games are perfect for this. Jet Set Willy, Mario, and others (the list is exhausting), used these systems to great success. Allowing the player to see where they need to progress, aswell as any potential threats. The viewpoint is of someone following you from a set distance.
Movable Camera
This camera has the same attributes as the ‘scrolling camera’ with one exception, they can move across the fixed plane. Top down games are the best example for this, such as Command and Conquer, Age of Empires. This style allows the player to view all of the plane below without becoming involved in the nitty gritty. The viewpoint is of someone watching from a helicopter flying at a fixed altitude.
Floating Camera
The floating camera is, by far, the most versatile. Allowing the player to view any part of the scene without moving the avatar. Games that use this system ,although some other games allow you to move from the player perspective to a floating camera in order to view the local scene before progressing. This camera style is mainly used when entering a scene. The camera then pans across the vista before returning to the fixed view of the player.
Tracking Camera
The best example of a tracking camera I know of is in the game ‘Shadow of the Colossus’. The object of the game is to kill behemoth’s, of various descriptions. To do this you must start at it’s base. There you must destroy a weak point before progressing to the next weak point higher up, until you reach the summit and vanquish the beast. As you climb your adversary the camera follows you but not at a fixed distance. The camera tracks you moving in and out, up and down, in order to give you the best possible view to complete that task. The viewpoint is as if a crowd were following your progress, moving to the best vantage point for a clear view.
Pushable Camera
One of the most, persistently, used cameras in gaming. This is fundamentally the third person viewpoint. The camera is fixed in a position behind the player, allowing the player to see a good portion of the landscape before them. It is pushable because you are pushing the player in a direction and the camera follows in it’s fixed position. Many games use this system, one I am playing right now is ‘The Division’. It is a superb camera that allows you to see almost as much as a first person view, with the notable exception of the players avatar encroaching a good portion of the view. A suitable camera for narcissists who must look admirably at their representation at all times. The viewpoint is that of a fanatical disciple, who shadows your every move
First Person Camera
In my opinion the best view in all of gaming. It conveys the realistic view of the real world. Allowing you to see all of the panorama before you. In truth that is the camera I would choose to navigate life itself, while some of the others would be handy at times, first person allows me to safely travel through both games and life unobscured. The most popular camera for shooters, for obvious reasons. Not only does it give you the best view but it also immerses you more successfully into the game and the urgency required to survive it. Just like real life. Games that use this system are many, the most notable of which are the ‘Call of Duty’ series. The view point is of your own two eyes and what they see.
In most three dimensional games all, or most, of these camera systems are utilised, all for different reasons at different points in the game.
The objective is to create an environment where the camera is your eyes as you play; regardless of the avatar’s perspective.
In real terms, a game that utilises all of these camera systems will work best. Creating a flowing narrative that immerses you in a cinematic experience, adding a complete realism to the games flow, seamlessly.