3/4 Or Front View?

Tyra Wadman

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:unsure:  Do you prefer to see the Character's Mugshot facing you or a little off to the side? Why?

:D  I personally like it when they're facing 'me'. Makes me feel a little more involved, and it doesn't 'hide' the other half of the characters emotions- not that it's a bad thing if the character turns their head... But yea. XD 

>_>  I find 3/4 is a little less involved, standard and oversimplified. Fire Emblem was fun to play but their limited expressions and stiff poses weren't engaging at all. I know there are reasons why (there are a lot of characters!!!) but that's just an example. 

I'm also asking this question because I may or may not use this data to reflect on my art thread when/if I should ever open one. 
 

Dalph

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It's probably just me but I think that when a character faces you, he\she breaks the 4th wall all the time (even when this isn't intention of the developer). So my preference goes more towards 3\4:
 

You're so sexy today.
Who are you looking at? I'm here.
This is just for fun, tbh I'm actually fine with both. CONSISTENCY is what really matters at the end. ;D
 
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Bukarett

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I think both can work fantastically if used correctly, or at least what I think it's the right way to use them. I don't think one is less engaging than the other, its more about the movement of the graphics, expressions and change of poses through the conversation rather than their placement. 

  • 3/4 always look as if they are talking to the character on the other side of the screen, therefore I would suggest to keep it that way. Have character talk with each other on both sides. I believe it creates an illusion of them staring next to each other and adding to the conversation. 
Good example Professor Layton:

  • Frontal view should be placed in the center, and thus portraying as if the characters are talking to a person in front of them. I particularly dislike when someone places frontal on the side, it makes me want to yell at the character to move to front center away. :D
Perfect example, Ace Attorney:



 
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Ms Littlefish

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No huge preference, but I've always sort of liked 3/4th view because the character isn't really talking to me, they're probably facing someone else. Yeah? 

Also, I get to see more of their features in 3/4th view. I have an obsession with face shapes. Them jaw bones.

It would mean extra work, but ideally, busts would probably turn in a number of directions. 
 

Omnimental

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Depends on the type of game.  For games where the characters are frequently interacting with each other, I prefer 3/4s view.  Either way, you need multiple sprites to show me emotions.  Nothing is more off-putting then reading emotional dialog right next to a completely blank face.  Or worse, a face displaying a completely inappropriate emotion.
 

Tyra Wadman

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No huge preference, but I've always sort of liked 3/4th view because the character isn't really talking to me, they're probably facing someone else. Yeah? 

Also, I get to see more of their features in 3/4th view. I have an obsession with face shapes. Them jaw bones.

It would mean extra work, but ideally, busts would probably turn in a number of directions. 
Them jaw bones... You're right... <3 Mmmm... 

Ahem. 
 

Tyra Wadman

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I think both can work fantastically if used correctly, or at least what I think it's the right way to use them. I don't think one is less engaging than the other, its more about the movement of the graphics, expressions and change of poses through the conversation rather than their placement. 

  • 3/4 always look as if they are talking to the character on the other side of the screen, therefore I would suggest to keep it that way. Have character talk with each other on both sides. I believe it creates an illusion of them staring next to each other and adding to the conversation. 
Good example Professor Layton:

  • Frontal view should be placed in the center, and thus portraying as if the characters are talking to a person in front of them. I particularly dislike when someone places frontal on the side, it makes me want to yell at the character to move to front center away. :D
Perfect example, Ace Attorney:




I agree whole heartedly- but I was mostly referring to mugshots (the default square you get in the text box). Not that it makes your post null and void- I just don't know how to tinker with the software to make it look like that. >n> So I thought I'd ask based on the default. 
 

Celianna

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Tyra Wadman, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


Honestly 3/4 should be the default, and only use front view when it's really needed. The 3/4 view gives the character more depth (front view looks flat) and, when faced with two portraits, it looks like they're talking to each other.
 
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Sharm

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I agree with Bukarett's post 100% (love the examples used too)! Usually in RPG's you're playing as someone specific, not as yourself, so in most cases 3/4ths is better. If you're supposed to be watching a view screen or something similar, I think front view is better. Ms Littlefish is right too, 3/4ths gives more information but can take more effort. I personally find 3/4ths faces easier to draw, but when making generator stuff front view is much faster. After all you only have to do half the work!
 
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I usually play games with both front view and 3/4 so I think they both work well.

Like 3/4 for when the two characters are interacting with each other and when they say something directly to you/your character, its front viewed.
 

cabfe

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I think both can work fantastically if used correctly, or at least what I think it's the right way to use them. I don't think one is less engaging than the other, its more about the movement of the graphics, expressions and change of poses through the conversation rather than their placement.

  • 3/4 always look as if they are talking to the character on the other side of the screen, therefore I would suggest to keep it that way. Have character talk with each other on both sides. I believe it creates an illusion of them staring next to each other and adding to the conversation. 
Good example Professor Layton:
  • Frontal view should be placed in the center, and thus portraying as if the characters are talking to a person in front of them. I particularly dislike when someone places frontal on the side, it makes me want to yell at the character to move to front center away. :D
Perfect example, Ace Attorney:



Yes, but not always.

That really depends on the genre too.

My busts are frontal view AND on the side because, if I placed them like in your screenshot, they would hide the action of the sprites underneath.

It does work for a visual novel since there's nothing else to look at, but it cannot be generalized.

A RM game has sprites that the player controls or at least see them move. They must be seen, even during dialogues.
 

Kes

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I agree with 3/4 views as being much more interesting.  It is also the case that - unless something strange is going on - the characters are not talking to me the player, they are talking to each other or to themselves (thoughts).  Having them face out is, imo, quite immersion breaking.

I thoroughly dislike busts in the centre, as it means that I can't see what is supposed to be happening.  Even some busts at the side are so large that they obscure significant parts of the map.  
 

Square_art

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I like both 3/4 and front view, but as well as others, I like 3/4 more. I think you can use both of them, for example, 3/4 for most of characters and front view for some of them in order to add some diversity. One character, for example the main one, can have several views 2/3, 3/4, front view, so player will be able to see him (her) from different angles, but it's not easy to draw, obviously it requires more time than 1 view-use. Good luck
 

Emberstorm

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I think it depends on the game. If the player controls only one character, and has full choice in dialogue, then NPCs would be effective looking forward. Otherwise, I'd say 3/4
 

AvarinaSkye

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It's hard to say. I'm looking at some of my game screenshots, because I'm a derp like that, and Akihiko in Persona 3 Portable looks like 3/4... I think.

http://www.zerochan.net/327184#full

Edit: anyways, haha, the reason why I brought this up is because he talks to you, but it's not front-facing. It still looks nice, in my opinion anyways.
 
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Milennin

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I like front view if dialogue is mostly focused towards the player, especially in an RPG that lets me be the main character instead of playing a defined personality, makes it feel as if the NPCs are talking to me. But if your game consists of dialogue between NPCs, then 3/4 view is better in my opinion.


One more thing: I hate the front view face sets from the RPG Maker character creator. Those faces are creepy, evil and steal people's souls.
 

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