I always feel the camera angles and the viewpoints in the games are interesting topics worth to explore and sort. And I have experienced many games with different camera angles, and the ways I connect with the protagonist seem much different. And I think such an article to explore deep inside this topic and compare them with the pros and cons from the perspective of players’ immersion is very valuable and helpful for me.
The way he describes the players view the game world in a box from outside is both accurate and lucid, and his analysis of different angles is accurate. Like in the side scrolling, the immersion is really terrible, and for the first perspective, though it is very immersive, it is not very suitable for the game in which the characters interact with the world directly.
And I really think over the shoulder angle is fantastic and can be improved to be method to use in all kinds of 3D games. Because it can allow the player to see the movement of the protagonist and face the scene in the game world at the same time.
But I don’t think the immersion is the only thing game developers pursue when they decide the angles of cameras. What we want from adjusting the cameras is to change the way of storytelling and what we want the player to see. We don’t always want the player to see what protagonist in the game sees. So I think the way we decide the camera can me more flexible but not only focus on the immersion or the sense of reality.