Originally Posted by Wormerine
You create continous world and yet not design it to be a continous world.
That’s a great point! It reminds me of the large groups of potentialy hostile ennemies which function as seperate encounters who occasionally interact. I keep imagining this scene in the goblin temple:

-Hey, do you hear that?
-You mean the clashing metal and a guy shouting Torment?
-Yeah.
-It’s probably nothing.
-Yeah.

To counteract this, the game has patrols. But to do anything they need to either catch you red handed (which is rare) or telepathically learn that their boss has died. That feels really weird when no one previously made the link between the mounting death toll and the bloody footprints your party leaves behind.

Back to the camera, its limitations make those self-contained corners of the map feel appropriately seperate from the rest. During the side-fight, I’m pulled in by the close, down facing angle. With too much camera freedom, I’d be constantly reminded that these halls are full of actors in costume just waiting their turn to put on a show.

Not that I love it, but the camera angles are carefully chosen to complement the map design.
Originally Posted by Ikke
Would it be a good solution to have more camera freedom at eye level, and less visibility when zoomed out?
That could work! I wonder if the environments are actually designed to be viewed from every angle.


Avatar art by Carly Mazur