Which perspective do you prefer?

Which perspective do you prefer?

  • Option 1 (ONE)

  • Option 2 (TWO)

  • Either, it's the same for me


Results are only viewable after voting.
Jun 21, 2020
81
96
If you were playing a game, which of these perspectives would you actually think would be more pleasant to look at? (consider that characters will be in the scene, and not floating on top of it like in most renpy VNs)

Edit:
Well... I actually didn't say much in the original post since I didn't want to over complicate things, but let me clarify:
  1. I am actually not making a VN, it's a management game in which you can "zoom in" to the rooms. It's a bit more complicated, but let's leave it at that :)
  2. I made the post (and poll) to help me think the pros/cons of each. Both work for me, that's why I'm asking what do you, the community, prefer. Basically, if you feel one is more comfortable to the eye than the other.
  3. I don't like when there are multiple perspectives for the same 2d game, it confuses me. So it's a choice I made to use the same perspective through the whole game (with enough flexibility as to use hybrid vanishing points)
Option 1 (ONE):
1-point perspective living room.png

Option 2 (TWO):
2-point perspective living room.png
 
Last edited:

Living In A Lewd World

Active Member
Jan 15, 2021
672
640
First, I read out of your words, that you plan to create a VN. So I assume this is a perspective for images, you want to produce and not a perspective, where one can move characters in a 3D-game.

If my first assumption is right, you should use the perspective, that conveys best what you want to convey. That's part of the big field of image composition and you can not only use both of this perspectives and many more throughout a single VN but also certain sequences of perspectives to convey certain narratives. That's actually quite a big field and you can read whole books about this.
 
  • Like
Reactions: NeonSelf
Jun 21, 2020
81
96
Well... I actually didn't say much in the original post since I didn't want to over complicate things, but let me clarify:
  1. I am actually not making a VN, it's a management game in which you can "zoom in" to the rooms. It's a bit more complicated, but let's leave it at that :)
  2. I made the post (and poll) to help me think the pros/cons of each. Both work for me, that's why I'm asking what do you, the community, prefer. Basically, if you feel one is more comfortable to the eye than the other.
  3. I don't like when there are multiple perspectives for the same 2d game, it confuses me. So it's a choice I made to use the same perspective through the whole game (with enough flexibility as to use hybrid vanishing points)
Also, ff any of you actually have experience in this, feel free to share what do you think it's the best perspective to draw characters in.
 

MarshmallowCasserole

Active Member
Jun 7, 2018
784
1,857
I can not think of a reason to use 2nd option without POV perspective. Which you don't plan on having, judging by the mention of zooming in and out, and the genre.

So I'd say it's definitely 1, or straight up have no vanishing points at all (i.e. isometric, and characters in 3/4)
 

Erosoft

Member
Jun 19, 2017
118
131
Option 1 seems like the obvious choice. It removes an entire axis from consideration. Should be much easier to position characters and force perspective.
 
  • Like
Reactions: PsychicStress

CaptainBipto

Well-Known Member
Sep 20, 2018
1,075
1,037
Option 2 is my choice.

The image in Option 1 feels cramped and crowded, like everything is going to be shoe horned into a tiny closet and most of the scene/image is going to be dominated by whatever is closest to the 'screen'.
Option 2 gives me an expanded view of the room so I can take in all of the 'background ambience' while still focusing on whatever characters are going to be in scene/images.
 

DreamingAway

Member
Aug 24, 2022
309
734
Interesting thread - to answer your question I need to know if the characters will move in the scene or be static.

(AKA will they actually walk around the scene level and be directly controllable)
 

NeonSelf

Member
Dec 3, 2019
324
538
What scenes are you planning, what important details do you want to show?

Look for some educational videos about film making. Every shot has its purpose. Sometimes you want to show emotions of a single actor and focus on his\her face, sometimes you want to set a scene and move camera far away.

For example, in adult VN I want to see sex scenes in detail. And best camera angle depends on exact pose of characters.
 

_user

Member
Jan 16, 2022
161
273
You can look at how tv and movies frame their shots, you want the focus to be at the center of the camera.
 
Jun 21, 2020
81
96
Interesting thread - to answer your question I need to know if the characters will move in the scene or be static.

(AKA will they actually walk around the scene level and be directly controllable)
They'll be static, even if animated they'll be in place (blinking or moving-a-limb animations)
 
Last edited:
Jun 21, 2020
81
96
What scenes are you planning, what important details do you want to show?

Look for some educational videos about film making. Every shot has its purpose. Sometimes you want to show emotions of a single actor and focus on his\her face, sometimes you want to set a scene and move camera far away.

For example, in adult VN I want to see sex scenes in detail. And best camera angle depends on exact pose of characters.
well, remember I said this is for the gameplay. Imagine a map of a house with squares/rectangles that represent the rooms that you can click on. When you click on one, one of these images shows. I'd just love to know what you, the supposed player, would feel more comfortable with... may seem like a dumb question, but I had this question answered with option 1 because "the second option is uncomfortable to watch for a long time"; It has to do with only showing 2 walls instead of 3, which I guess makes you feel like you are may have something behind you're missing? I mean, I don't see it, but I do respect the opinion... that's why I'm asking a broader public...
 
Jun 21, 2020
81
96
You can look at how tv and movies frame their shots, you want the focus to be at the center of the camera.
I agree with this. I actually do prefer option 1 in that sense because it shows more of the room (meaning I can provide more information to the player)
But on the other hand, to me it'd be much easier to draw characters inside the room with option 2. To me, it shows more of the character (kinda 3/4) while the option 1 shows a bit less (mostly the side)
 
  • Like
Reactions: NeonSelf
Jun 21, 2020
81
96
Also, this may be an issue with how close the walls are to the viewer but I feel the first option doesn't leave that much room to draw things on the left and right walls (doors to other rooms, paintings, windows, etc) like the second option does with at least one of the walls. Again, this might be an issue with distance, but I do think that for the first option.