Hi @Ohmygiggles! Just saw your response...!
Eyy, good to hear from somebody else who likes this approach. It's definitely tricky to get right - and there's a surprising amount that's down to sound design and character animation, also. But I don't think 'good' interactive camera angles are impossible to analyze and, hopefully, deploy - they're a solvable problem. I've been doing some practical and academic research on this...
Fatal Frame 2 and a lot of the RE games make me feel uncomfortable in just the way that the cameras are set up, even if there is no danger.
Absolutely. There's a ton of useful information that can be conveyed to the player just through framing, and the history of cinema offers a rich language to subtly pass gameplay state, etc.
Visual quality - the frame as a work of art - is... useful, no question, but in a way, you might be better trying to prove this out using rudimentary geometry, in order to validate the root approach.
And then there's areas of personal taste - locked position fixed cameras that just swivel to track the player character really bother me! There's some points where they're useful, but usually they're just godawful and lazy...! =D Much prefer some kind of limited truck based on player position...
Ach, there's a ton to talk about! But trying to find a natural place to have the discussion has been a serious pain in the ass...!