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You're beating a dead horse on this, and I'm going to tell you why. First off, 3D was showcased with the early games, meaning they were essentially tech demos to showcase the new hardware , and to give developers and idea of how their games might look. In "On-rail" 3D games like Crash Bandicoot, Panzer Dragoon, Donald Duck Going Quackers, etc, the walls keep the camera essentially stable. But on open worlded 3D games like GTA , Sonic Adventure , and everything else, the camera has to pan in/out whether its stuck on an object or being carried around by Lakitu , for presentation to be properly utilized and for the gorgeous environments to be displayed as the thing to keep us entertained. Sonic is a perfect example of the problems the camera can possibly have with any character with extraordinary abilities. That SA camera has to keep Sonic(a very fast character) in proper view so he isn't lost in the middle of those gorgeous SA visuals, plus the same camera also has to try and fit the Windy Valley scene in to see the enemies, and Sonic's insanely erratic relative spot at any given time. Its work was cut out for it. Game mag reviewers basically review bombed camera issues in the face of Sonic fans, on purpose, because that's what was all really wrong with those games. And for 3rd person shooters, it was almost as bad. Earlier games, had behind the head, or slightly above the head. Newer ones, have over the shoulder. In short, there's no perfect spot for a camera in 3D. Just 'good enough' so people won't get dizzy and sick. |