» Thu Sep 23, 2010 5:18 am
There was a previous thread that brought this up and a lot of people were against it. Not me though, I like this idea, but it has to be done right, because as one person in that previous thread brought up, the closer an obstruction comes to our sight's point of origin(eyes), the more we tend to ignore it, fade it out and look beyond it. This only applies as long as its in our peripheral vision though or centered between our eyes rather than directly in front of both of them, which would be the case for most helms in the game.
I'm pretty good at visualizing things like this and what is essentially happening when we enter a helm in 1st person, is that as we slip it over our head(easy to animate), we would be highly aware of its obstruction visually...but only momentarilly. After that initial moment of transition and once the helm is settled in place, our eyes would re-focus to look beyond the helm's obstructions that are clouding our peripheral view. But even though our mind chooses not to acknowledge their presence, it doesn't mean that those protruding parts of the helmet aren't there...we simply look beyond them, further into the screen. The best way the devs could animate this moment of sight re-allignment and simulate that very subtle form of tunnel vision that we enter, is to zoom the camera view ever so slightly through the helm's front, while ever so slightly increasing the width of the 'camera lens'(I think...I'm no camera expert) until the obstructing shape of the helm across our face is pushed to a very thin area around the perimeter of the screen. There, a shaded, out-of-focus blur of its defining shape would remain as the world moves into the foreground of our view; snapping clearly into place to fill the majority of the screen and focus directly in front of our eyes. Any 'noseguard' that comes down from the top of the helm to split the view in two would also literally disappear as we re-focus our eyes beyond it.
The very slight zoom increase in the perspective view, coupled with the dark blur of the helm at the perimeter of the screen would be enough to simulate the loss of peripheral sight one suffers when wearing a helm, leaving him/her slightly blind to close flanking attacks.
If this were possible to do...and do well, then theoretically it could be used as a tool to help further immerse the character into the fights. Imagine suffering a hard staggering blow to the head while wearing a helm. The blow could not only knock you back a step, but could also switch your view between those two points, screwing with your focus for a second or two, as any serious blow to the head would.
As I said before, I'm no photography or camera expert and although the zoom+wider angle may create the wrong effect that I envision in my mind, I'm confident that some combination of these two variables+proper animation could accurately simulate that moment of focus as we push the helm's obstructions deep into our peripheral view. And I'm also confident that it could be done without making the gameplay awkward or the helm too hindering. And in fact, if they added all the bells and whistles to this design, such as muffling environmental noise when wearing the helm; amplifying the impacting noise created by strikes to the head and making the helmets defining shape move around slightly to compliment your character's movements or the actions taking place on screen than the overall experience would be extremely immersive and enriching to the gameplay.