Name: G.I. Jonesy
Location:
Posts: 2441
Location:
Posts: 2441
The perspective in question has a lot of benefits. Many people find watching games from the first-person perspective to be nauseating. If you watch sports on television, they are frequently viewed from overhead. Even if we could watch a sport from inside a player's eyeballs, we probably would not do so.
In spite of what might seem like a simplistic map-design, if every aspect of the game were designed to be good from overhead, it would likely be better than the arguably compartmentalized standard structure. If you go into a 1fctf game, and you watch it from overhead, it works well, and you get a good idea of what's going on in the game, and why one team is winning. Designers and developers could take what they learn from watching Railyard in 1fctf, and from there, rework the models, colors, shapes, and pretty much everything else to make the perspective more enjoyable than it is now. From a map-makers perspective, it should be fairly quick and easy to exhaust every possible variation of a one-story map that has no ceilings.
Without being a simulation, Railyard in 1fctf - from the overhead perspective - is the closest i've seen to a video-game being like a normal sport. If we can continue along those lines, we could have something that regular people would recognize as a sport. When they see the game from the overhead perspective, to them, it would be reminiscent of watching something like soccer. Soccer with explosions... what's not to like?
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Even with the inclinations and whatnot, still would be weird to watch in closed maps and closed sections of maps, which is the case in every single competitive ctf map in QL.
Other videogames feature similar ideas, but still the first person perspective is predominant and the overhead or similar ends up in being a gimmick really, one that stays fun for about a minute.
Good column though.