Original Post
I have been thinking lately about the kind of camera effects that are pushed into games to get more "realism" and "immersion" (watching Crysis 3 and Battlefield 3 videos).
In one side we get the "realistic" stuff. Head bobbing, eye adaptation, depth of field (that one depends on the artistic orientation), etc.
In the other side we get the "camera" stuff. Lens flares, bloom, depth of field (again, depends on the artistic orientation), dirt on the screen, etc.
Doesn't these effects negate each other?
In the first case, these effects "communicate" to us, the players, that we are in the environment, looking at it through our eyes. That's why they adapt, that's why the screen moves and blurs when we run desperately, because we're the person inside that world. Its the most immersive thing to do, to think not as you're looking at a monitor but to think about it as you're looking at the environment by yourself, with your own eyes.
But in the second case, it communicates otherwise. It is a camera (LENS flares) you're not in there, you're looking at it through a camera. It looks cool if you're... say, a space marine with a helmet and your visor is dirty, you're inside the helmet and you're looking at the world through the helmet, you see the dirt on the helmet, you see the funny things it does with light. But in other games, like BF3 or the UE4 demo, it doesn't makes any sense to have "camera" effects if you're not supposed to look at the world through a camera.
Its like in one side you get these immersive effects that subtly tell you're inside the world and then these other effects that tell you're not there, that you're looking at the world through a camera.
Does it makes any sense that both kind of things are pushed inside games as "realistic" effects?
In one side we get the "realistic" stuff. Head bobbing, eye adaptation, depth of field (that one depends on the artistic orientation), etc.
In the other side we get the "camera" stuff. Lens flares, bloom, depth of field (again, depends on the artistic orientation), dirt on the screen, etc.
Doesn't these effects negate each other?
In the first case, these effects "communicate" to us, the players, that we are in the environment, looking at it through our eyes. That's why they adapt, that's why the screen moves and blurs when we run desperately, because we're the person inside that world. Its the most immersive thing to do, to think not as you're looking at a monitor but to think about it as you're looking at the environment by yourself, with your own eyes.
But in the second case, it communicates otherwise. It is a camera (LENS flares) you're not in there, you're looking at it through a camera. It looks cool if you're... say, a space marine with a helmet and your visor is dirty, you're inside the helmet and you're looking at the world through the helmet, you see the dirt on the helmet, you see the funny things it does with light. But in other games, like BF3 or the UE4 demo, it doesn't makes any sense to have "camera" effects if you're not supposed to look at the world through a camera.
Its like in one side you get these immersive effects that subtly tell you're inside the world and then these other effects that tell you're not there, that you're looking at the world through a camera.
Does it makes any sense that both kind of things are pushed inside games as "realistic" effects?