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Gameplay styles for an escape room video game (Camera (Third-Person (Over…
Gameplay styles for an escape room video game
Camera
First-Person
View through the eyes of the playerr character
Potentially most immersive perspective
No visually defining features of the character visible
Players can more easily insert themselves into the game
Lower development requirements as player character model is not necessary
Third-Person
Over-the-Shoulder
Camera is positioned just behind the player character
Camera moves relative to the player character
Player character is in partial or full view at all times
Preferable if showing of character model is desired, but also want player to be close to the action
Fixed Camera Position
Camera(s) are in one or more fixed locations
Viewing position does not change based on player character's position or rotatation
If multiple cameras, viewpoint will change when entering different parts of the current area or a new area
Enables precise control of player's viewpoint at any given time
Useful in space limited level design where a dynamic camera nagle may cause issues
Going into walls
Too close to character
Obscured by objects
Top-Down
View as if camera was above the player and looking directly downwards
Fixed Camera Position
Entiretry of player's current area is in view at all times
May result in characters and objects appearing very small if area is large
Camera does not move as the player does
If player moves into a new area, then that area is displayed
Useful is player character's movement is highly erratic or when view of whole play area at all times is required
Camera Follows Player
View moves with the player
May follow them at a fixed position, copying every movement
May cause issues with player comfort if character movement is very fast and erratic
May be constrained to within a certain range of the player, and follows them if they attempt to move too far away
Enables greater focus on characters and objects while retaining a top-down viewpoint
Movement
Free
Player can freely move around within the confines of an area
Area boundaries and object hitboxes still restrict potential positions somewhat
Movement inputs move the character in a particular direction
Player has precise control of where they move to
More immserive
Player is in direct control of their character
Fixed Positions
Player can move between multiple fixed positions within an area
Movement between positions may be sequential or non-sequential
If sequential, player must move to one position before moving to another
If non-sequential, player move from one position to any other
Developer has precise control of player positions
Useful if play area is too limited for free movement to be effective
Puzzles
Seperate
Puzzles are solved using a seperate interface from that used in standard gameplay
Each puzzle may have a different interface, tailoured specifically to it
A puzzle's interface is actived upon interaction with an object involved in the puzzle
Object exists in same space as the player character
Initial interaction to trigger interface is performed using standard gameplay interaction controls
Interface may providea different camera perspective, controls, etc.
Greatly expands range of potential puzzle designs
Aside from initial trigger interaction, no connection to standard gameplay is required
For usability, some controls should be carried over to the puzzle's interface
Puzzles can involve systems and methods of interaction not found in standard gameplay
Puzzles can be decoupled from standard gameplay
Less immersive
Player may not have same level of control in the puzzle interface as in standard gameplay
Less user friendly, potentially
Play may be able to acclimatise to a single interface, as new ones may be presented and discarded with each puzzle
Care should be taken to make as many elements as possible consistent between puzzles
Makes puzzles easier to solve
Number of possible interactions is restricted to those presented in the interface
Enables norrower thinking
Integrated
Puzzles are part of game world which the player traverses
All objects involved exist in the same space as the player character
Player acts on objects to solve puzzles without changing gameplay sphere
More immersive
Neither control scheme nor perspective change when solving puzzles
Makes puzzles more difficult to solve, potentially
Number of possible interactions at any given time is greater
May not be any clear seperation between objects involved in a puzzle and those not
Considerably restricts puzzle design
All puzzles must be solvable using standard gameplay controls, systems, and perspectives