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Card · VR-17

Fixed Cinematic Angles

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Card

Fixed Cinematic Angles

Ludic View Structure anchoring: decentred · control: fixed · monitor

In each room section the camera is fixed at a set position – placed by the designer like a film director. The agent steers the entity through the room; the camera cuts hard or fades on room transition. Each position is a deliberate composition. The game controls what the agent sees.

Design question – When is the value label “fixed cinematic angles” the right choice – and what experience does it create?

Reference example – Game examples: Resident Evil (1996) · God of War I–III · Ōkami (partly).

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View Structure
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Ludic View Structure
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VR-16 Visual Novel / Dialogue View
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