I've heard and read and watched a lot of arguments in favor of fixed camera angles, and I think they objectively make sense, but I've always found playing actual fixed camera games to be less than the sum of their parts. They can create very memorable shots because you control exactly what the player is meant to see. I think those merits are worth speaking to. But I also think the restrictions they can bring regarding movement and combat are not worth the trade off depending on the kind of game you want to make.



It's hard to imagine the shooting systems as they currently exist in virtually any over the shoulder game working properly or correctly in a fixed camera format. If any game is series is going to experiment with selective camera angles again, I would prefer them design a combat system from the ground up.



I think a lock on system that let you selectively target fixed points on an enemy would be interesting. Hold L to lock on to the center point of an enemy. Then use the right stick in one of five directions (sort of like a star shape: head, left arm, right arm, left leg, right leg) and press R2 to fire. If you hold R1 you'll switch your lock on from one enemy to another enemy, which you can aid directionally with the right stick. The gunplay is digital, not analog, but with lots of options of where to shoot.



The star-shape pinpoint system would always be player relative. So whether the enemy is facing the camera or facing away from the camera you would always aim to your right or your left. This would allow a shooter to have dynamic gunplay with enemy weakpoints that could also be relatively fast-moving and strategic. You could quickly shoot a bunch of enemies in the leg, slowing their pace. You could shoot a bunch of enemies in weakpoints on their shoulders. You could aim for the center of the enemy with powerful weapons like a shotgun for maximum damage, or you could aim for the head with weak weapons to make the most of your shot. The lock on system ensures the aiming is easy and because the aiming is player-relative it's not hindered by the fixed camera.



But I don't think any major studio will truly go back to or experiment with fixed camera angles any time soon - or even again, for that matter. That's something I'd like the indie space to catch up to.