Quick answer: A good third-person camera follows smoothly, handles collision so it doesn't clip through walls, and gives the player control while framing the action well. The camera is invisible when good and nauseating when bad, so smoothing and collision handling are essential.
The third-person camera is one of the hardest systems to get right, because it has to follow the player smoothly, avoid clipping through geometry, frame the action well, and respond to player control—all without ever drawing attention to itself. A good third-person camera is invisible; a bad one is constantly frustrating or nauseating.
Smooth following and collision handling are the foundations
A third-person camera's two hardest problems are smooth following and collision. Smooth following means the camera tracks the player with interpolation and easing rather than rigidly snapping, so it moves naturally and doesn't jitter or feel mechanical—a camera that rigidly follows every movement feels twitchy and can induce motion sickness, while one that smoothly interpolates toward its target feels natural. Collision handling means the camera must avoid clipping through walls and geometry, which is a constant problem in third-person, where the camera behind the player can be pushed into walls—handling this by detecting obstructions and pulling the camera in or adjusting its position keeps the camera from clipping through geometry or losing sight of the player. These two—smooth following (so the camera moves naturally) and collision handling (so it doesn't clip through the world)—are the foundational problems of a third-person camera, and getting them right is what makes the camera function without constant frustration. A camera that follows smoothly and handles collision is the baseline of a usable third-person camera, while one that jitters or clips through walls is constantly distracting and frustrating.
Player control and good framing complete a third-person camera that feels invisible. Beyond the foundations, a good third-person camera gives the player control and frames the action well. Player control means letting the player adjust the camera (usually rotating it around the character), responsively and smoothly, so they can look where they want, which is essential to player agency and comfort in third-person—a camera the player can't control, or that fights their control, feels frustrating, while one that responds smoothly to the player's camera input feels good. Good framing means the camera positions and angles itself to show the action well—keeping the player and the relevant action in view, framed in a way that's useful and comfortable for play, adjusting as needed to maintain a good view. This framing is what makes the camera serve the gameplay, showing the player what they need to see, while a camera that frames poorly (losing the action, awkward angles) undermines the experience. The goal of all of this—smooth following, collision handling, player control, good framing—is a camera that feels invisible, that the player doesn't notice because it just works, smoothly following, never clipping, responding to control, and framing the action well. A third-person camera that achieves this invisibility, through smooth following, collision handling, responsive player control, and good framing, serves the gameplay without ever drawing attention to itself, which is the mark of a good camera. A camera that fails at these—jittery following, clipping, unresponsive control, poor framing—is constantly frustrating and can be nauseating, drawing attention to itself in all the wrong ways. The third-person camera is hard precisely because all of these have to work together to achieve invisibility, but getting them right—smooth following, collision handling, player control, good framing—is what makes the camera the invisible, well-functioning system that serves the gameplay rather than the constant source of frustration that a bad camera becomes. Invest in the camera, because it's one of the most-used and most-felt systems, and its quality profoundly affects how good the game feels to play.
Cut the feature, keep the focus
The instinct to add is far stronger than the instinct to remove, which is exactly why most games drift toward bloat rather than clarity. Every system you add has to be built, balanced, debugged, and maintained, and it competes for the player's attention with everything else. A focused game that does a few things excellently almost always beats a sprawling one that does many things adequately.
When you're tempted by one more feature, ask what it costs and what it competes with, not just what it adds. The discipline to keep a game focused is what lets the parts that matter shine, and it's usually the difference between a memorable game and a forgettable one.
The player doesn't see what you see
You know where to click, which path works, and what every system is supposed to do, because you built it — and that knowledge makes you the worst possible judge of how your game reads to someone encountering it fresh. The confusion you can't feel is exactly the confusion that costs you players.
This is why fresh eyes are so valuable and so uncomfortable: they reveal the gap between the game in your head and the game on the screen. Put your work in front of people who've never seen it, watch where they stumble, and treat that stumble as information rather than as their mistake.
Default to the boring, robust choice
It's tempting to reach for the clever, novel, or technically impressive solution, but in production the boring choice — the well-understood approach, the proven pattern, the simple implementation — is usually the one that ships and keeps working. Cleverness has a way of becoming the bug you're debugging at 2am six months later.
Save your novelty budget for the things that actually make your game distinctive, and be conservative everywhere else. A game built on robust, unremarkable foundations is one you can keep building on, while one built on clever fragility is one that fights you the whole way.
Make the common case effortless
Most of what a player does, they do over and over, and most of what you build will be exercised in a handful of common situations far more than in the edge cases. Optimising the rare and neglecting the frequent is a reliable way to make a game that's technically complete and practically annoying.
So spend your polish where the volume is: the action repeated a thousand times, the menu opened constantly, the path every player walks. Making the common case smooth and satisfying does more for how the game feels than perfecting the corners almost nobody reaches.
Protect the thing that makes it special
Every game that connects has some core spark — a feeling, a mechanic, a tone — that's the real reason people love it, and that spark is fragile. In the rush to add content, fix problems, and respond to feedback, it's easy to sand away exactly the quality that made the game worth making in the first place.
Know what your spark is, and guard it. When a change threatens the thing that makes your game distinctive, that's the change to question hardest, because a game can survive plenty of rough edges but rarely survives losing its soul.
A good third-person camera follows smoothly, handles collision so it doesn't clip through walls, gives the player responsive control, and frames the action well. It's invisible when good and nauseating when bad—smoothing and collision handling are essential.