Originally Posted By: MegaMarioDeluxe
Personally, I like the classic 3rd Person camera that is used in various 3D Mario Games.

If you've played Mario 64, that's what I'm talking about - the camera is 'static' when the player moves, but when the player is idle, it rotates around to give a view of what's around you. Mario Galaxy was good when it did that, as it allowed you to see what dangers are ahead (black hole, etc).


i understand this camera setup, but trying to use it in a shooter and the player wont feel as close to the combat as they should.. the farther the cam is from the action, the less exciting it all is.. not saying its not plausible, am just saying that the game loses some feel by pulling the cam back unless its an rpg or adventure game where its understandable... what do you guys think of this?

Originally Posted By: MegaMarioDeluxe
If you're making a Halo-shooter, try a GameCube Metroid 1st-Person view. Make it like the player is actually "inside" the suit/character and the HUD is on the screen, etc.

using this cam is the most common and accepted thing by most developers and players, all games try to accomplish this now, its easier and it has that upclose feel, the point of the thread however is, how to get back that feel that games lose by switching to third person? why do they lose that feel? what are the other advantages? what are some alternative methods for a cover system other than gluing yourself to a wall via a button?

thanks