Video Game Angles

Monika Yosifova
3 min readOct 21, 2020

Perspectives are always important when playing a video game. The choice of camera that the developer makes will directly influence the perception of a player’s place in the world. Is it a First-Person angle, where you feel as yourself, a Top-Down angle that provides a god-like experience, or an angle behind the character, which makes you feel like you’re controlling him, but aren’t him. I’ve personally played all three and have enjoyed them, however the choice can significantly influence the perspective of the player.

Through the Article by Gamasutra called “A Look inside | Evaluating Camera Angles For Immersion” I was capable of learning more and centering my opinion on this important topic.

Immersion is, indeed, the most important thing in a game: making your story believable and making the player feel like a real part of the world you create as a developer. I like the idea of being able to split it into narrative and game feel (what I refer to as gameplay). If one can “ground” a person in their game, than they’ve managed to immerse him in it.

On Shifting Camera Perspectives:

I agree that those can be absolutely breathtaking if done right. These can be the pinnacle of immersion and satisfaction for a player. Like having to play World of Warcraft for years behind your character (as a 3D view) and then suddenly having your character included in a cinematic for the game that zooms in close. This happens in World of Warcraft’s Expansion “Legion” and it made the player suddenly feel included and treasured as someone who really participated in the unfolding story of the game.

On Side Scrollers:

I will admit that I didn’t even think of Side Scrollers as having a camera angle. In hindsight, of course they do! Perhaps it was because I was playing these games growing up that I never paid attention to how I saw them from in front of the Nintendo. Games like Sonic and Kirby, I loved quite dearly. I agree that camera angles there can be very effective in hiding boss-fights from the players and only showing them a small amount of the immediate area around them. It proved to be fun and interesting. I really enjoyed the comparison to stories and how they keep us in check by not telling us what happens next.

On Top-Down Isometric:

They’re fun. I don’t have too much to say about this type of Camera Angle. They remind me of my time playing Diablo 2 and 3, as well as Divinity Original Sin 2. I really enjoy these kinds of games where you have full control of the characters (if there’s more than one) and have wide visibility. Its even better if the narrative of these games are non-linear so you can explore around the maps.

On General Third Person View:

These are the games where you aren’t playing as yourself, but as the character. They can be very enjoyable if done well. Games like the most recent God of War and Devil May Cry 5 games are an example of a very well done general Third Person View.

On First Person Camera View and On Over The Shoulder:

Oh god, are these games always so so personal. Its immersive, you get thrown into a body and have to play through the story in it. Horror Games are usually the worst (and the best) at this because they really make you feel present in whatever spooky narrative they’re leading. I’m personally not one for FPS or Horror games, so I haven’t played much of this Camera View by choice. I can recall however how much it made jump whenever I got shot in CS:GO growing up however. Most recently, The Last of Us Part 2 has some Over the Shoulder angles that were really well done. It is good in helping us see what the character sees. There is indeed an awareness of the character’s body and what we can do with it.

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