I'm just beginning work on a third person camera system for a personal project I'm working on. Here I'm showing how, once a player enters a given volume, the view switches to fixed angle camera or a rail-based camera. Both options follow the player and the rail system tries to ensure it's as close to the player, whilst remaining on the rail at all times. This gives me the freedom to achieve some level of cinematography during gameplay (not just in cut scenes).
I've been doing a lot of reading regarding the development of camera systems over the decades. From the early days of translating 2D forms into the 3D era, when the popularity of consoles that could achieve real 3D grew in the mid 90s, with games like Resident Evil, Alone In The Dark and Clock Tower. Up to more recent games that make use of 'camera-relative' controls that originate in games like Parasite Eve and Silent Hill.
It's fascinating to understand how the hidden mechanisms of games goes into defining their genres and creating emotive reactions from the player.
It unearths things I experienced whilst playing these games but couldn't fully appreciate or place in a more complete context.
There's a good trilogy of articles on the subject over at http://horror.dreamdawn.com/?p=6502