@Rowr
Not to completely shift the topic or to show any disrespect to you, but I must categorically disagree with a number of your points.
I've long campaigned against the phrase 'immersion'. The word most generally seek is 'verisimilitude', the semblance of a fictional world as having reality. 'Immersion' implies that the player cannot distinguish between fictional reality and real reality, verisimilitude only implies that the fictional reality is internally consistent. Furthermore, we don't actively seek immersion, we seek interesting content coupled with a sense of verisimilitude. It is not enough that something appears real, it must first of all be interesting. We do not seek intellectual immersion; such a concept would make it actively impossible to enjoy the content from the perspective of the player, you would only be able to enjoy it from the perspective of the avatar, or player character. There is an article by Ben Abraham I will link below that states that we do not seek intellectual immersion, we seek intellectual engagement (I believe he uses the term 'attention'), of which verisimilitude merely contributes to.
http://iam.benabraham.net/2012/04/attention-and-immersion/
Going into the idea that Infinite would be less engaging if it were in any other perspective for any amount of time, I have to first disagree with it on purely subjective terms, and then on authorial terms. I think a BioShock Infinite that revealed events in a number of different perspectives or cinematic presentations would be as affective if not moreso. Consider solely that we have a major character who is constantly acting, speaking and internalizing... But we never see their face. Imagine you had to form the emotional connections to Elizabeth that the game sort of required to be affective... but she spent the entire game with a mask on, or through a phone. It would require that much greater of a voice performance merely to equal the results of merely seeing her face. I'm sure the animators want to think that their work with Elizabeth's face was successful. From an authorial standpoint, it says more about how it was written or the writers if it functionally cannot work as a piece of engaging narrative if so little is done as move the camera during a cutscene (not that I believe this is true anyway, many existing scenes could be improved by getting out of first person). You bring up that some scenes wouldn't be better 'over Booker's shoulders' as if the stated solution to a reliance on the first person perspective would be a reliance on OTS or counterpoint cinematography, which is not being said.
Remember that having other perspectives does not preclude the use of first person perspective when it is most effective, merely that it doesn't slavishly maintain first person perspective when it is not most effective. I find a slavish 'commitment' or 'dedication' to first person to be as silly as a director who refuses to shoot anything but two-shots, or an comic artist who draws all scenes at obnoxious close ups. That's not to say that a two-shot or a close up are not effective tools, but merely that they are that, and that limiting your toolset may suit an artistic choice but not necessarily serve a narrative.
Bringing up Skyrim, while the lack of decent animation work is certainly a good part of how sterile it feels, the lack of any cinematography directly interferes with anytime the game makes strides towards 'traditional' storytelling. While the opening of the game works pretty well, other moments like the council sequence where you sit flat in a chair and stair across tables at the badly animating models feel like the most sterile and uncanny moments in all of games. While it would remain as poorly animated, actual directorial insight would give that scene far more drama than how it stands now.
@TowerSixteen
To clarify, I am not talking about misrepresenting the game in any case. First person perspective games remain first person perspective games regardless of their particular genre bent. I'm saying that the familiarity of the perspective to most modern gamers probably serves the promotion of genre or stylistic choices more than a third person or other perspective. Consider Portal explained without mentioning the perspective and then consider it explained with the aid of a screenshot. There is something naturally intuitive about the idea of the camera being your eyes, something in the bottom right hand corner being your method of interacting with the environment. I would suggest this is why FPS is so evergreen despite all the changes in games, why Minecraft had such incredible success it may not have had as an isometric or floating third person perspective game. And I say this as someone who generally prefers other perspectives, I think there is something naturally intuitive or comfortable to the first person that gets the average player into things they may not have. Like my portal example, you tell me what Miasmata is in my head without the perspective and it's largely abstract and formless... You tell me it's a first person game and suddenly I have a clear idea of how I interact and control, even if those interactions are different than Blops.
Now the post reply button won't work. Fix the Goddamn mobile site guys.
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