Re: Discussion about movement in mainstream games

There's quite a bit of misunderstanding in this thread!

But first about how to talk to sighted gamers about this stuff. Don't talk about movement. The movement is secondary from and results from the camera angles. That's what these different things are, different camera angles.

In first person the camera is located inside the character's head. It's impossible for the camera to face in a different direction to character.

In third person the camera is floating ten feet or so behind the head of the character. It is usually possible for the camera to face a different direction to the character, as the character turns to face the direction you're moving them in while the camera doesn't rotate unless you rotate it manually using the right stick.

"Up down left right" is top-down camera, the camera directly above the character looking down at the top of their head.

"2.5d" does not mean being able to move in and out of the screen. It is a purely visual effect. It means a 2d game with 3d visuals.

That's a hard thing to explain, but I'll try. In a fully 3D game an enemy is like a sculpture, it's a fully three dimensional object than can be rotated and around and viewed from any angle, it can be affected realistically by how light falls on it. And you're free to move anywhere you want - in an out of the screen as well as up and down. 

In a 2D game an enemy is like a drawing, it has only one side. And you can only move up and down, not into and out of the screen.

In a 2.5d game you can only move up and down, not in and out of the screen, but the enemies are like sculptures not drawings.

So it's pretty much the opposite of what has been said in the thread. It's a 2d game with 3D models, which makes the animation and scenery look very different. Street fighter 1, 2 and 3 are all straight up 2d games, but Street four and five are 2.5d, your can only move on a 2d plane but the fighters and background look 3d.

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