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Yeah, sorry, I could have been clearer here.

I'd suggest that each fixed camera has to do three things (in order of importance, with 1 being most important):

1) Provide readable environments with clear paths of traversal and affordance opportunities for players. This, I think, can be proven by using rudimentary geometry as seen in the Parasite Eve screenshots posted above. Like greyboxing, your level should be fun to navigate and play at this stage.

2) Convey information to the player through established cinematic language (eg. elevated angles emphasise the weakness of the Player Character, refusing to move the camera with the player shows their lack of power etc). Camera angles need to change with the >30degrees rule, though they will often ignore the 180degree rule.

3) Aethetics - framing, prop design, lighting, camera lens, post processing, particles, colour palette, etc. Some elements here (palette, for example) might be worth figuring out before building the environment (1), but for the most part polishing stuff like this could be left towards the end of the fixed camera design.

... I'll be honest, I'm still thinking this stuff out. I might swap some bits around! But each fixed camera should be humming with intentionality, and so I tend to think of 1 and 2 first. ...Just thinking about process, one might design the camera positioning with 2 in mind at first, refining with 1 then polishing with 3. =/

I figure this'll get mixed up a bit during production!

The swivel camera - it can be nice to maybe imply that somebody's watching the player, but... A key reason to go with fixed cameras in the first place is that you believe an intentional, authored choice of camera angle can impart information about mood, power dynamics, relative knowledge, emotion, irony, goal progression, attitude, stability and more to the player without going right out and just stating it. You tap into the Kuleshov effect by changing the camera when the player moves into a different zone - they *will* infer meaning as they encounter this.

But as soon as you put the camera on a swivel and have it auto-track the PC without vignetting, all that goes out the window. The camera is just a boring slave of the player - the only meaning it can impart is that which the player gives it by moving closer or further from the pivot. It says the developer wants to achieve the tone and atmosphere of an Alone in the Dark 1 or Resi 2 and has technology beyond the dreams of the makers of those games... but has absolutely no understanding of the craft or conventions they're failing to ape.

...

Blah blah blah rant. =D As I say, I've yet to test a lot of my theories. But it's interesting, no? Thanks for taking the time to think and read, Ohmygiggles!

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Ach, I'd hardly say I'm any expert in the area, but it just seems like something that hasn't been fully explored yet (though we know many of the weaknesses).

I don't think dutching should have any major 'gameplay' influence, as long as the players can orientate themselves in relation to their previous position and angle. Are you suggesting dutching the camera 'live'? There's a great example of that in the intro to Silent Hill... 

Relatively easy to program but unsettling as all hell. =D

Another thing to  think about is the controls - many people hate 'tank' controls, but at least they stay consistent and player-relative across different camera angles. Camera-relative controls are more 'intuitive', or immediately familiar, but as the angle changes, so does the meaning of 'forward' for the character. There's some ways to get around that - 

1) you don't change the axis everything relates to until the player

a. rests the stick or 

b. pushes the stick X degrees away from the heading they were on when the camera changed

2) You interpolate the reference axis towards the new camera reference over a few frames - can feel a little loopy, but players can perceive the change progressing and correct, it's not instantaneous.

3) Take a trick from Heavy Rain and assign one button to 'walk forward', while the stick only directs the attention of the character. Ideally, that way you don't feel the change in cam angles if you're just pushing 'walk forward'. It's like a combination of tank and cam-relative controls. It's still not perfect, by any means, but it's pretty interesting.

...

Maaaan, I really want to find a place to talk about all this stuff! =/