Hopefully I got inside the Yahtzee window.
1nfinite_Cros5 ninjaed my idea [http://www.escapistmagazine.com/forums/read/6.381402-First-Person-Platforming#15026405] which is to augment first-person games with jumping elements by extrapolating from ideas we've already seen.
I had the same problem with Mirror's Edge that Yahtzee did, that some jumps were just too easy to screw up, resulting in a many-story plummet, a slow reload and eventually my consultation of walkthrough videos just to make sure I'm really supposed to be going that way (because I was often unclear). But Mirror's Edge had runner vision [http://mirrorsedge.wikia.com/wiki/Runner_Vision] which would turn potential pathways red. I don't see why they could also color code reachable ledges based on a leap from your current trajectory.
A couple other devices were used in Portal that would be useful in a first-person platformer: The first device you could enable or disable, called the portal funnel, which adjusted your trajectory mid-flight to ensure if you were close to falling through a portal, you would. The other device was less demonstrated (and less obvious in the first game compared to the second) which made sure that if you placed a portal near a key location, it would position and align that portal just so that it would best serve the (developer's intended) solution to the puzzle.[footnote]Sometimes at the expense of unforeseen, more innovative solutions to the puzzle.[/footnote]
An elegent feature and nifty power was provided in the (now good ol') game Giants: Citizen Kabuto [http://en.wikipedia.org/wiki/Giants:_Citizen_Kabuto]. Delphi's turbo ability would cause her to leap (that is, fly in a parabolic arc) to a point designated by her reticle. This as a secondary jump feature, or how someone jumps when they're also pushing forward (indicating he or she wants to jump to somewhere rather than simply jump up.) would provide an elegant solution. Perhaps a visual effect can be used to indicate targeting-for-jump a surface that is not directly visible from the player's perspective.
This is related to the issue of Prince of Persia: The Sands of Time [http://tvtropes.org/pmwiki/pmwiki.php/Main/EdgeGravity][/I], though interestingly not the Tomb Raider series that borrowed the same engine.
But Sands of Time has a special place in my heart specifically because in it, it was very easy for the player to get the prince to do amazing things. It was during my play-through of Sands that I realized that the less I have to manipulate the controls to do what I want in a game, the more easily I get immersed in the game.
238U