The different main perspectives in 2D scenes and the contrasts of a different sense of substitution brought about, that is, by changing the view and how the picture will be moving in the game to change the Player's experience
First Project Branch
It is a simple rectangular scene. If the player can observe it comprehensively, it looks clear, briefly, and there is no surprise. But, if the player's perspective is narrowed, and the player can use the keyboard to control the view and explore the unknown area. The picture that can be seen simultaneously is limited, and the field of view does not increase with movement, so the area outside the player's field of vision is always unknown (not directly observed). This unknown and the cooperation of the hands and eyes will make the brain think the scene is more interesting because it mobilizes more attention and interest. In addition, the inability to see the overall situation at once is more in line with human perception of the environment under natural conditions, which increases empathy and desire for exploration.
Second Project Branch
In the first branch, I narrowed the player's field of view. A small range of view can make the player more empathetic and desire to explore. I retained the field of view in this branch and changed the first-person perspective to a third-person perspective, which means I added a manipulable character. The difference between the first-person perspective and the third-person perspective is that the player has an "incarnation" in the game. The player is no longer only participates in the game outside the screen but actually "joins" the game scene. For 3D real-time combat and shooting games, the first-person perspective facilitates the operation and increases the sense of tension. Still, the third-person perspective can increase the player's sense of empathy for relatively slow-paced games.
When I was drawing character animation, I found that a good and realistic physical effect (such as inertia and gravity) is significant. When the player "projects" themselves on this character, the character needs to be similar to reality's "feeling". That is reasonable and smooth character animation. When the animation is not natural enough, the player will have a sense of disobedience because this is different from the player's "self" feeling. At the same time, the setting of the character, its clothing and its action style will also affect the sense of substitution and empathy. When a good character design enhances the gaming experience, it will also reflect its personality.
Third Project Branch
In the first two branches, I tried to increase the sense of reality and empathy by changing the perspective. narrowing the field of view and adding a character. In this branch, I tried a new way of changing the perspective to enhancing realism and empathy——parallax. In the last branch, the 2d background does not change when the character moves. In fact, in reality, the object will have varying degrees of displacement due to the camera's distance (human eye).
For example, when sitting on a tram, the surrounding scenery will retreat quickly, the mountains in the faraway will slowly retreat, and the moon in the sky appears static. The human brain uses parallax to calculate and perceive the depth of the scene and the distance from the human body to the object. By simulating this in the game, when the player changes position, the previously obscured objects will be revealed, and the previously observable objects will be obscured, which greatly enhances the exportability of the scene. This also shows the "distance" in the background of different layers, and the player can easily feel the "space" in the game.
Done by October 2021