I have been browsing these forums for a long time, and I love the solutions you guys have come up with. The place has been an invaluable resource since I bought my Acer AL2216W (Beautiful monitor, btw). However, the whole Bioshock debate recently has caught my attention, and 2k's forums are littered with trolls who don't understand why people might object to the lower FOV in Bioshock. They honestly believe we are just whining elitists upset that we aren't getting our money's worth.
I have a suggestion. We have an FAQ describing what widescreen
is, but it doesn't really go into a lot of information about
why it is that way (at least, not all in one place), and this seems to be the main point of confusion for people who don't need widescreen support like we do. Therefore, I suggest we write a very simple explanation of why FOV should be the way it should be in a wide aspect ratio, and then put it in one place where people can easily see it and link dissenters to it without anyone having to fish through the entire FAQ.
Something to this effect:
Why do people own wide screens to begin with? Human beings have two eyes, a right and a left. So human eyesight tends to naturally be wider horizontally than it is vertically. Now, we see everything going on in front of us, obviously, but what do we see off to the sides, in our peripheral vision? Things look a bit off, but we can generally see odd movement and other things that we aren't focus on. And while we can live without these things, not being able to see them makes the stuff we do see seem sort of unnatural.
When a person buys a wide screen monitor, they generally do it because the shape of a wide screen more accurately simulates real human vision. And since humans focus on the action in the center of their vision, shouldn't these screens also do so? And this is why the standard accepted idea of widescreen is to take what the user can see in a fullscreen, and add to the sides: because full screens contain all the action, and the extra space is used for peripheral vision. This is the only REAL representation of a human's wide vision.
Why does a game like (unfortunately) Bioshock fail in this? It's simple: Even though it has a widescreen mode, it fails because the width of vision the player has is no wider than it is in standard full screen (between 75 and 90 degrees). So this means that, instead of seeing the action in the middle with extra periphery on the sides, the way a REAL human would, we instead see the action fill the screen. In fact, because Bioshock cuts off visual information from the top and bottom of the screen, we actually see LESS of the action than we normally would anyway. So not only are we cheated out of the periphery (which is the whole point of widescreen to begin with), we are also cheated out of more than 20% of what fullscreen players would see. This creates a feeling of being "zoomed in" to the player that can make him feel completely detached from what he sees, and make a game harder and/or less fun for widescreen users.