Wow, this worked out way better than I had hoped. I really appreciate the time all of you have taken to write out your responses. Ultimately, I'm going to transfer all of this to a pretty spreadsheet to take a good look at everything. But for the moment, as indicated in the OP, I'm focusing on camera. Please continue to post your feedback, no matter how small - we want to hear it all.
Again, I feel the need to disclaim that anything that I'm talking about is just my personal thoughts here and I can't guarantee any fix will happen. You're all getting an inside peek into my workflow So here's an update on what I'm looking into right now:
Camera Lag
We have a pretty sweet system that smoothly lags the camera behind the player character's position. Generally, we like camera lag because it gives the player character a sense of velocity, and detaches him/her from the center of the screen. You've probably played games in the past where the camera was locked PERFECTLY on the player character, and the game looks like a moving background with your player character super glued on to your screen. We went with a little more camera lag than the typical action game, and obviously a lot more than the typical RPG. On the controllers, we think this feels pretty good, but with keyboard/mouse, it's odd because very few PC games have camera lag at all. Regardless of how we feel about it, it's really about what you all think. I'm looking into a way to allow you to adjust the amount of lag so that you can have a really tight camera if that's what you prefer (tight camera should be the default for PC).
Camera Distance
I've always believed that as game players we like the camera to be back as far as we can get it. The more we can see, the more information we have to make smart decisions about how we're playing the game. There are some technical concerns to adjusting the distance (performance, different minimum distances on different cameras), but I think it should be possible to at least adjust the minimum distance via a menu. Ideally, this could be adjusted via mouse wheel (or any other input), but I'm currently keeping that at lower priority since it is A) only affects PC users, and B) could adversely potentially affect other things (like the bow tutorial).
Camera Height
As noted by GreatGreen, the camera is focused on the player character's chest. We like the way that the character is currently framed on screen - it makes for a good composition and has a balance between your character and environment. Of course, we also understand wanting to see MORE of the environment. Allowing you to raise the camera focus to the player character's head seems harmless enough, but could have some bad consequences with things like dynamic zoom in combat camera or not being able to see your character's feet. Anyhow, it's worth testing.
Auto Follow
From our user testing, we found that people use the camera in different ways. For instance: Some people use the camera to steer their character, others use the left stick or movement keys. With a controller, some people like to manually control the camera all the time (even in combat), while some people NEVER control the camera. We created a system for those people that never touch the right stick. Here's a brief description of how it works:
- Auto Follow: As the player is moving and steering so that the player character's facing direction differs from the camera's facing direction, the camera will attempt to spin to face the same direction. The speed is simulated through "fake" stick input.
- Corner Avoidance: If the player character makes a turn around a wall corner, or pillar, or any static thing that might obstruct the view, the camera gets pushed out of the way and behind the player character. This keeps the camera from having to rapidly zoom in. The overall effect is similar to the Follow behavior.
- Enemy Avoidance: We have a system in our combat camera (only implemented for large enemies), that will rotate the camera whenever a large enemy is found between the player character and the camera. This keeps the line of sight clear on your character.
For ease, I'll refer to all three of these as Auto Follow. Whenever the player touches the right stick, we disable Auto Follow and it doesn't kick back in for 4 seconds. This is so you can look at something while moving and not "fight" the camera. But the timer isn't a perfect solution. The ideal solution here is to give options for disabling Auto Follow completely, and potentially a slider for adjusting the Auto Follow Delay timer.
Well, that's a pretty big post there, so I'll save any more info for another update. Hope this information is somewhat helpful - Keep the comments coming!