Still thinking about the view in video games a bit more.
In
post #134 I described a couple of different types of views based on my experience because I think of the terms "first person perspective" and "third person perspective" much differently than how the terms are being used for a computer screen in this thread. I know what first person perspective is because I experience that in everyday life, and to me that is not the same as looking at a picture on the side of a box (a computer monitor). Having an avatar represent my position in the projected environment helps provide a substitute of the various senses I don't get to experience firsthand from a cameraman's picture.
I then checked
the official game website in hopes that more information had been revealed and found the forums (which are actually at CDPR's website). Best I could figure from links to articles and other talk was that the view likely is (often) presented similar to that of what I've seen in the Terminator movie(s), when how the Terminator sees is revealed. That's my interpreation, I didn't notice anyone relate it to those movies.
In
post #146 I considered what it would take to provide the feel of a realistic HUD view, an overlay of additional info or metadata obscurring the view of the world around us. Specifically, broaden the view beyond a cameraman's perspective and without an avatar.
Having given it some more thought since then, I think I could get a simulated feeling from an extra-wide view on a monitor. Just like a widescreen movie on a television screen, often described as having black bars at the top and bottom of the screen. Nothing from the scene is actually missing at the top and bottom, it's just a wider view so more can be seen of the scene left to right.
There is talk that the protagonist will be able to shoot in the game. If that is so, and if precise targeting is an option (or required), then I think I'd appreciate the view temporarily becoming narrowed in that instance of aiming. Perhaps narrowed to a squarish view, thereby filling the full screen from top to bottom. Though there might be nothing on the left and right sides, t.i. so-called black bars on left and right sides. Or maybe circular if looking through a scope. But I think technically you're suppose to look with both eyes anyway, so maybe have the circular scope view taking up about half of the focused view (depending on whether I'm holding with left or right hand, important when behind cover). That would represent my focused perspective while aiming. I think a smooth transition from an extra-wide view to a focused view, and back again, would match the first person perspective I'm experiencing in real life (outside the box, outside the picture).
Having given that some thought, I think I would like games in general to have a means for gradually scaling the viewing between an extra-wide view and a narrowed view. If above and below mattered in a game, then also provide scaling top and bottom. In that case, the player's feet and some of the legs might come into view, as well as the arms sometimes, but depending also on the actions of the player in the moment. Obviously changing the amount of focus for the perspective would be separate from changing the direction of view.
Combine that with the overlay of a HUD view integrated with the visual cortex of the brain, or maybe just a cyborgized eyeball, and I think that could work out to give the feel of what I'd expect. I'd say the HUD view would
not change to fill the view, it'd stay the same, perhaps central to the view. Probably within the imaginary boundaries of a narrowed view, t.i. the HUD wouldn't shift to the left or right (or top or bottom) when increasing the prespective for a greater peripheral view.
So the HUD would seem to be getting smaller as the perspective is increased, but that's just what is experienced when broadening the view. Though it might be a bit small to read, I think that makes sense. If I'm focusing on the HUD, then obviously I'm not paying as much attention peripherally, so my perspective is naturally going to be narrowed. That corresponds to narrowing my focus in the game to zero in on the HUD more. Likely I'd eventually get accustomed to what the possible readouts would be and wouldn't need to narrow my focus so much or as often. In other words, I'd get use to viewing my HUD in a sort of peripheral manner, only occasionally narrowing my focus to that central area of my view.
Not to say I'd go around in full extra-wide perspective most of the time. I'd say such a full pespective would mostly be for getting my bearings, and I'd likely narrow it a bit for travel. Also, I don't think the capability needs to be panoramic, not completely all the way around. Though the possibility of panoramic would make sense. I think such perspectives would help represent looking all around without having so much disconnected motion on the computer screen (not physically sensed by my body).
Mind you, all of that could be optional. By default a game could just fill the screen like normal.
I don't think I've ever gotten motion sickness from a game. But I don't bother to push myself into experiences that aren't working out well. I mean, typically the pointer directed from a computer mouse is connected with changing the view or movement, and the acceleration of the pointer is just too awkward for me to persist with such an interface.