For this blog post I am going to research previous games, mainly looking at the history of the genre I have chosen for my umbrella brief in unit 75. I am also going to consider different types of controls camera set up that have been used since the 1980’s. Earlier games used a click and move system where the camera would be from above or from point of view, this advanced with consoles and the user could move the character by using joysticks and control panels by using the same camera. these were norm before a first-person view became popular, I will also research into at a third person camera view like dead space where their camera is behind the player. Top Down Top down was a popular camera view for the 1980 as it easier for the user to move around on a console as point and click was more based for the PC and mac, it used a 2D image and the user can move around the image using the movement controls on the pad. The most popular game to use this technique is Pokémon Sweet home (1989) This is a game made by Capcom for the NES, it was a puzzle-solving game based in a mansion it set the foundations for resident evil. Camera The camera was set above the game and the player looks downs into the mansion and can look into the room that the character is in. when the player walks into a new room the old room would vanish and the new room would appear. When the player encounter a boss or npc also enter through a door it would change to a first-person view. Controls The game used two sets of controls, as it was originally designed for the NES, the first set of controls moved the characters and interact and the second set of controls brought up a menu system that the player could use the movement keypad to scroll though the menu options and inventory and select options and move items in the inventory system. Point and click Point and click games usually used a 2D image and the user controls a player by pointing and clicking on the 2D image to move and interact this was a very popular game style for horror games in the 1980’s and early 1900. The camera was usually fixed and did not move, the level would change by removing the current 2D image and replacing it with another 2D image. Information was mainly giving by text and sound when a player interacted with an item. Sanitarium (1998) This game was made by Dream forge interainment made for the pc, it is a puzzle solving horror, interaction based. At the end of the chapter is the player must avoid obstacles. Camera The camera for this game is based on a top down view and side scrolling view, when the player moves to the left or the right move of the level appears and onto the screen removing the level that has gone of the screen. The camera would change to view person view when interacting with puzzles Controls The game is based on point and click making the keyboard for this game irreverent. The mouse controls interaction, movement, menus and talking to npc. This gave the game a unique game play style combined with the top down side scrolling view. I have no mouth, and I must scream (1995) This game was made by the dream guilds made for windows and mac, it is a choice based and interaction game. Camera The camera is fixed on a horizontal plane, it displays only one room at a time, when the player walks thought a new door a new level loads up. The levels are made from a 2D texture to look 3D, the character can move around the level but is still a 2D sprite. Controls The controls are point and click based, the player only can move by having the option ‘walk to’ selected and the user clicks to a place on the level. The user has other commands to use that they can use to interact within the level by selecting on an option and pointing and clicking on the level. The user also gets information when the cursor highlights an item via text. 3rd person view View person view is where the camera is behind the character and the user can see the character and the environment around them. This can only be used in a 3D generated world. The player can control the camera by using the mouse or using the directional axis. Siren (2003) This game was made by Sony PlayStation japan studio, it was made for the PlayStation only. The game is an objectivise based game and the user must complete a primary mission to complete a stage. Camera The camera is 3rd person and the character is centred in the middle of the screen so the user can see the character and the surrounding environment. The user also can toggle first person view by holding the R2 button on the controller or toggle the view by pressing the R3 button. The camera moved about by using the right directional axis. The L2 button moved the position of the character so it was positioned to the side and not in the centre of the screen. Controls For this game, the controls were mapped to the PS2 controller, the player could move around using the left stick, the directional buttons were used to navigated the sub command menu in the game. The button X was used as the action/interaction button, O button was used to crouch/stand Square and R1 button was the attack function and holding the triangle button braced the door. The L2, R2 and R3 changed the players’ camera. Alan wake (2010) This game was designed by remedy entertainment and designed for the Xbox and PC. The game is an action-adventure psychological horror game. Camera The camera is 3rd person base in the game with the character centred in the middle of the screen, the user can see the character full body. When the player aims the character camera zooms in, the character moves to the right-hand corner Controls The controls were adapted for the Xbox controller and mouse and keyboard, they both have the same functions but the Xbox controller has buttons doubling up with actions. The user controls the player via WASD or left directional stick and move the camera by using the mouse or the right directional stick. The user has choice of two weapons a gun/twohanded weapon and a flashlight, both these can be executed but using the mouse buttons and the L2 and R2 buttons. The user can sprint and dodge but holding down the corresponding button and use a directional button to move in the direction. There are also buttons to reload the batteries and weapons and an interaction button. Fixed camera The games were usually based in a 3D environment and in a third person point of view, but due to the hardware at the time the cameras had to be fixed as the processor could only render so much of the game at one time. The player could move freely around the levels and the camera would change to display a new part of the room when the user enter that area. When computers hardware became better the camera became unfixed and 3rd person view became popular with a camera that moves with the character. Resident evil (1996) This game was by Capcom for the PlayStation it was a remake of the previous game sweet home, it was dubbed as the first survival horror game. The game was a puzzle, interaction and survival game. Camera The camera in resident evil was a fixed camera in third person view, so the player could see the whole room or parts of the room like in a point and click game but could free move around the level using the control pad. Each room could have two or three cameras to see different parts of the room when the player was in a certain area of that room. When the player walk thought a door to a new room the camera would change to a first-person view of a 2D door opening and then the user would appear in the new room, the room were classed as levels. Controls The controls were based on the PlayStation controller as the PlayStation one did not have a directional axis stick the player had to move around using the directional buttons. The player had to aim with the R1 button and shoot using the X button which was also the action/interaction button. Square was run and tringle was the cancel button. Alone in the dark (1992) This game was designed by infogrames, designed for DOS it is a survival horror games with puzzle solving and slaying monsters, it is based in a mansion and Capcom used the template of this game to influence its blockbuster resident evil. Camera The cameras are fixed and cannot be moved, and enable the player to explore partially nonlinear map, the camera change to a new fixed location when the player moves to a different area of a room or a different level. Controls The game was designed before the popular use of mice on the computer, the user directional arrow to move forward, backwards and left/right arrows make the character rotate, to make the character run the user has to press the up arrow up twice. The enter button was used for to access the menu and inventory system, push twice to choose between in game option such as fight, close, push etc. The spacebar is used to open, close and search items and doubles up as an attack button if held and used with the directional arrows. First person view First person camera is set in a 3D environment and gives the user the experience of point of view and makes the player feel like they are in the game. Usually the player can only see the arms of the character and the weapon / items the character has equipped. Quake (1996) Is a game made by Id software, originally made for the pc then adapted for other platforms, this game created its own style of gameplay, a fast paced first person shooter. The game wasn’t one of the first games to use first person camera view but it mass popularity set a whole new genre of games. Camera The camera is in first person perspective, the player can only see the gun, and they can also see a basic HUD system of health, ammo, Armor and type of gun. The player can change the field of view by either making it wider or closer. Controls The controls for quake were mainly keyboard based as mice were only becoming popular. The arrow keys moved the character while the page down, delete and end button moved the camera up and down. The player could move with the mouse alone by holding the right mouse button down and moving the mouse to turn and move the camera about by using the scroll button. The player could attack by pressing left mouse button or by hitting ctrl. The player can also jump by using space and also swim by using the D and C key. In quake 2 and 3 the controls changed and moved over to the WASD and mouse as mice became more main stream. These games also had unique game play styles that can be seen in modern games such a strafe jumping, double jumping, rocket jumping, jump and crouch jumps. Outlast (2013) Is a game made by red barrels originally made for the PC and then later converted over to other platforms, the game is an investigative game. The game became popular for many reasons one of them the character not having a weapon and only a camcorder and had to hide from NPC. Camera The camera is in first person perspective, the user can not see any of the character till the player interacts with doors and objects and can see a hand and arm come and interact with it. The camera is the camcorder and the user can toggle the light and night mode. These are post possessing effects on the camera to give the impressing of the camera recording and changing into night mode. Controls The controls for outlast have a different set up to your traditional layout. The WASD keys are still the movement keys and the user can still look around with the mouse, the interaction button is the left mouse button and the use of the camcorder is the right mouse button. The scroll button zoom in and out of the camera and the batteries are reloaded by pressing R. The player can also run, jump and crouch. Side-scrollers Side scrolling games are two dimensional games that use a side-view camera perspective. The character usually moves from the left to the right, the games take advantage of scrolling computer display technology. There were many different types of genres these included shooters games, racing games, and scrolling platform games and beat ‘em ups. Super Mario bros (1985) Is a game designed by Nintendo and was made for their console the NES. Super Mario bros is a side scrolling platform and one of the most famous side scrolling game ever made. The game was made up of 2D textures. Camera The camera is side-view perspective, it follows the player when they move forwards or backwards. The background was a solid blue colour to make it easier for the console to render the game. The game would have clouds and bushes on top of these in another layer then in the foreground it would be the floor and bricks/pipes the player can interact with. Controls The controller for the NES was simple by only having a control panel and two buttons. The user could only controller the character by using the left or right arrows. The A button was used to jump and the B button was used to run. Limbo (2010) Is a game designed by playdead, It was originally made for the Xbox 360 and then later adapted for other platforms. It is a puzzle based side scroller and loops the game once the player completes the game. Camera The game uses a side-view perspective, the player cannot go backwards once the camera has moved to the right. The game uses multiple 2D layers to make the background look more depth, all the textures are black and white further away it goes down the greyscale, while the foreground images are black. The game uses a lot of post processing effects on the camera, to add a mist and weather effects, the only images not effect by this is the character, NPC and ground. Controls
The controls for limbo were very simple, on the Xbox controller the player can move the character by using the left directional stick and then using the A key to jump and the B key as the action / interaction key.
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