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Classic First Person

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Classic First Person

Ludic View Structure anchoring: subjective · elevation: eye_level · projection: perspective · monitor · vr

The camera is the figure. The agent looks through the character’s eyes into a 3D world. The figure itself is invisible – at most hands, weapons, tools at the bottom edge. Maximal immersion, minimal overview. The standard for shooters, horror, exploration.

Design question – When is the value label “classic first person” the right choice – and what experience does it create?

Reference example – Game examples: Half-Life 2 · DOOM Eternal · Minecraft.

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View Structure
Was nimmt wer von wo aus wahr? (48 cards)
Ludic View Structure
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VC-21 Extreme Wide Shot
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VR-02 Immersive First Person
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