Hey, so I'm facing a semi-large design decision and I'd like to get some outside input because one way will make it a lot easier for me but it might make the user experience suffer. So my game's main mechanic/toy is the ability to photography the world and my problem stems from if I want to tell the player what he's photographing or not.
I'll tell you my problem with making it visible first. My game there are objects that you can photograph, from a programming perspective these objects are tagged as being photographable and they have a string saved to them so NPC's can comment on them using that string as a key. One of the things that's scared me from the start is if that system ever fails your illusion and trust in the world being created is just shattered. Maybe you're taking the photo fro ma weird angle and it's obscuring the raycast to save the string, or maybe it raycasts to a different/closer object. Of course this can be fixed to a degree by just tinkering with the system throughout development. Anyways anyways, my idea to counteract this was to give objects a lowpoly wireframe when they're "in focus". Like this:
My problem with this is that since I'm currently only doing the photographing raycasting from the crosshair out into the scene, it maybe affect how people photograph stuff without realizing it. Showing them what's going to be captured will force them to center frame every object just to "collect" all the strings in the world so they can see everything every NPC has to say about everything. I'm afraid it won't encourage people to take pretty pictures. Again this could be fixed by tinkering, changing the way I raycast, maybe have it based on the distance the focal plane is, etc. But the player is still going to have to be in certain static positions of the world to photograph each object. Showing them exactly what's going to be captured though fixes my worries about the player showing an NPC a photo and having the NPC say the totally wrong thing.
On the flip side of this though, having nothing, well, as I explained it can fail, even with tons of tinkering. Is it worth spending so much time tweaking do you think? To have that extra bit of immersion. I mean the lowpoly wireframe compliment the art style I'm going for. But at the same time, since the main focus of the game is photography maybe I really should focus the time into it and make it feel as real as possible. Let the players do their own framing and stuff, makes it more fun.
I hope I explained that well, it's been difficult for me to articulate this problem. Any thoughts?