Why do simple camera angles seem to elude game developers?

Check out Tetrisphere for the N64. Kind of old but really fun, especially playing against a friend.

Game programmer checking in here (although I haven’t often worked on Camera code):

Another factor is that it’s vastly easier to test and find bugs if the user is not given camera control. Think about it this way: if it’s a game with 40 hours of gameplay and no user camera control, you basically need to play through it once and try to stand in every possible spot, and if you see no camera bugs, you’re good. If you give the user full camera control, or (god forbid) mode switching capability, then every bit of those 40 hours must be tested from every possible mode and from every possible camera angle.