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“Happiness can be found even in the darkest of times, when one only remembers to turn on the light.”

WizzroSupreme

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CRank: 23Score: 198040

Is It Just My Perspective? | The Challenges of the First Person Game

The ways we look at a game are often as important as they ways we play them. Our own two eyes are the most powerful windows that we experience the worlds games developers attempt to immerse us in and the point of view they lend us can wreck or reward a game in a variety of ways. Games bombard us with visual aesthetics between first and third person shooters, from Bioshock Infinite to Uncharted. It was while playing the former recently that I thought to myself in passing: “Am I looking at this or is someone else?”

Immersion, the enjoyable kind or the not so enjoyable kind, is always the first consideration I take whenever I think back to my favorite games. Looking back on a few of my favorites like The Legend of Zelda: Twilight Princess or Assassin’s Creed II, I can say that I empathized with my characters so much more than Infinite’s Booker DeWitt or Mirror’s Edge’s Faith, maybe because I was able to see and hear them like a movie character rather than walking around in their own bodies myself. From a third-person perspective, I could recognize their movements and familiar faces than when I was a floating, bodiless camera cruising smoothly along the surface of the game world.

That’s quite the opposite to the common wisdom that’s dished out in game theory. Games are always advertising the next step in being the character, so it’s difficult to know why I’m more entertained by merely watching them obey my every command.

The problem may very well lie somewhere between the principles of immersion and character-identification, principles that aren’t always the same. They’re both related and complement each other, but they also operate independently and in different ways. The first is persistent in its attempts to make us feel more like we’re the conceptually literal people onscreen. The second further removes us from the action as a spectator but nonetheless engages us in analyzing the situation at hand rather than being in the midst of it.

First-person immersion often relies on the idea of transportation from our world to the game world. The FP player is injected into the gameworld as a non-character in the fiction as a digital shell, requiring you to inhabit rather than become a fictional entity. That’s certainly the case for a Portal-style game where there’s no definite personality to speak of. The player literally imagines Chell’s reactions and thoughts as they go in stark contrast to any dramatic narration. The key is that the player-character isn’t a “character” in the normal sense of the word at all. Rather, it’s a transparent experience, more like the interface of a mouse and keyboard that allows human players to act within the digital realm. Players aren’t engaged with the character at all, but with everything else in the game world.

From this perspective, we can’t even say there’s anyone called Chell or Gordon Freeman. We’re the ones that shoot baddies and solve puzzles, and that can stretch the game’s sense of believability. I myself would arguably not make a great physicist or be very handy with a portal gun at all. We’re always acting as someone else in someplace else, so it makes more sense to complete that role with a definitive, other worldly personality. Very little of who and what players are helps video-game storytelling, especially the alien-slaying, puzzle kind. To survive that have to become someone else. Or, I don’t want to be me, but the me I so imagine or dream of becoming.

Even without any hard bar graphs or charts, I’d suggest that a lot more fan fiction exists for the average third-person player-character than any average first-person character. The former’s consistent appearance and memorable movements are especially important to characters like Uncharted’s Nathan Drake and Beyond Two Soul's Jodie Holmes. I still know more about either of them as human beings than I do Chell simply from a camera angle. I suppose “fleshing out” a character’s body is one of many important ways we’re able to create more convincing fictional characters in games. All the better to know more about that role we’re assuming.

The physicality of our humanity disappears almost entirely in a first-person game. In Bioshock and most FPSs, the designer and player are both allowed to forget about how a human body moves. Inhuman strafing and spinning are based more on controller sensitivity than footwork. In the Elder Scrolls: Oblivion, players glide across torn landscapes with the fluidity of a hockey puck on the ice. Compare this to the imposing presence of Arkham City’s Batman. His punches crack thugs’ faces to the sound of thunder and we feel appropriately heavier as him than as Drake, and even Infamous’s Cole McGrath. We see Cole make every footfall and handhold count as scale Empire City’s scaffolding and get a better sense of his ability as well as our own as we play him.

More than that, third-person games represent theatrical role play. The more I know about a character, the more I can become them. It’s how actors play roles. To argue that a player can’t “become” Drake, Cole, or Batman, because they’re in physical view is comparable to arguing that an actor can’t “become” Hamlet because there isn’t a script detailing what or how they should perform. If you’re the actor, there isn’t another Hamlet apart from the one you’re playing on stage. Obviously, you can’t see yourself as Hamlet as he can’t see yourself from behind, but you absorbed his description before show time while studying the script and carefully rehearsing the role. Maybe if the first-person game encouraged me to go to such lengths, I would experience a similar level of empathy for that invisible character. To do this, however, that character wouldn't be the same blank-slate they usually are.

Some still defend first-person immersion for their greater connection to a character and eliminating a sense of puppeteering. That’s more theoretically successful than in practice. For me, first-person games struggle with physical translation. By design, FPs have players viewing through their own set of eyes through yet another set of eyes: the character's. That can inherently create a euphoric double-take of looking at the world through a virtual mask that only confirms to you that your protagonist is a hollow shell. Third-person perspectives by contrast embrace the role of a looking glass that may not allow you to be the character, but feel like them.

I feel that’s only the case as long as we’re restricted to our TVs and computers. With the advancement of the Kinect’s motion control and, more important, the Oculus Rift, more players will be able to move and control their characters without the intermediary of the screen. It’s then that first-person perspective might finally dominate the gamer landscape as our character movements are literally and unequivocally our own and not through any controller at all.

It essentially boils down to vessel versus complete characters for my gaming. The first-person characters will always feel like a more make-believe character I’m improvising as I go. In third-person games, that character is a richer, more definable character I can inhabit and experience. That doesn’t explain everything I dislike or find lacking in Bioshock Infinite or Half-Life, but the hollowness I feel in my character is certainly a factor.

I might be a far less imaginative person for it, and I can’t say that I haven’t enjoyed games from both first and third-person perspectives, but I’ll always find a kindred spirit in the latter.

BitbyDeath4129d ago

The problem with first person is that your character always suffers from tunnel vision in the game.

Do this right now, look at the image posted above and stretch your arms out in front of you.

Can you only see a tiny bit past your left pinky like in the above photo or can you see a lot lot more?

This might not sound like a big issue but not only does it provide an unrealistic point of view it also restricts how much will visibly be going on screen at once which effects strategy.

This is why I prefer 3rd person games as they allow you to see a lot more so that when you come across someone you can act more appropriately about the situation. Not just oh someone there bang dead or bang got them.

ichizon4128d ago

This depends. Older games did it right by giving you the choice to set the field of view to just about anything. Newer games, especially on consoles, restrict your field of view because of performance issues (low FoV is less graphically intense).

Here's an example that I stole: http://i.imgur.com/gjJGLDr....

One of the bigger issues, in both FPV and 3PV, is that there is a huge interface in the way. Your character or hands are often over-emphasized with smaller FoV. Games should include ways to scale these or make them transparent. We don't have two eyes in games not using tech like Oculus Rift. In an ideal (game) world on regular monitors, everyone would be using 100+ FoV and all interface obstructions would be smaller objects not blocking 25% of the screen.

That said, I think this blog article was very well written. Kudos, WizzroSupreme. The paragraphs talking about FPV vs. 3PV characters are very true.

3PV is more of a story-telling style, which generally feels better for an RPG or story-based game. FPV intends to be more immersive, and the story is projected unto you, restricted and "ruined" by what your character is able to do. I personally prefer FPV in shooters or driving games, where your character is a generic nobody. As an exception, I think Chell works great in the story of Portal, because you're both put inside a restricted environment with no prerequisite knowledge of the game world.

Conzul4126d ago

Damnit. Image gave me nostalgia for Tremulous.

mixelon4128d ago

Agreed about the importance of FOV. Fortunately you have a lot of FOV options on PC - you end up having to use them a lot to comfortably play on the Oculus Rift..

Games would be so much easier if you had full peripheral vision. You should pretty much be able to see everything if you only point North & South (with blurrier image toward the sides?) In most games you'd have to do 4+ rotational stops to see the entire 360degrees.

We need some weird giant curved monitors. :D

mechlord4127d ago

i just feel weird playing FPS. not being able to see where my supposed body is doing is strange. I think that the main difference there is that even though we don't really see our bodies in real life our senses give us this positional awareness. In FPS you only get one part, the eyes part and not anything else so you have to adjust more, even if subconsciously. I think they get in the way of immersion because its always there in your face: "you're pretending you're inside the game but movements and awareness is unrealistic".

besides, its just ridiculous to play an entire game as a cross-hairs.

DefenderOfDoom24119d ago

First person view brings more immersion and horror!

70°

Microsoft Gaming Revenue Drops 7% Year-on-Year, Content and Services Down 5%, Xbox Hardware Down 33%

Microsoft announced its financial results for Q3 of fiscal year 2026, including an update on its gaming Xbox business and more.

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simulationdaily.com
Jin_Sakai7d ago (Edited 7d ago )

Not looking good. Hopefully Asha Sharma is able to turn Phil’s disaster around.

dveio7d ago

To me it's still quite remarkable how they can cash-in 5.3bn in revenue in a single quarter, since their hardware is basically dead.

Jingsing6d ago

The stock mark is what makes Microsoft remarkable, They have convinced every institutional and retail investor to just keep piling money into them. Like many big tech giants they are just a big growing pyramid scheme. As long as people keep dropping money into ETF's that cover the market Microsoft will always be liquid. At the same time it is completely stifling innovation and competition. People need to start being more discreet in how they invest their money as it's killing the system.

Tanktopmaster927d ago

Once they re-evaluate exclusive all will be fine….

S2Killinit6d ago

Riiiiight because people will just flock back to them for one or two games per year.

Jingsing6d ago

15+ years of bad performance is what they call irreparable in business. It is time for them to sell off the assets and get out of entertainment.

Tanktopmaster926d ago

These declines are on the back of extra revenue received from releasing games like Forza horizon 5 on PlayStation. So I’m being sarcastic here when I said they should go back to exclusives. Killing off a revenue stream from Ps5 sales will only make things worse

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40°

Games Done Quick is coming to Europe for the first time with 3 days of Gamescom speedruns

The charity event will be streamed live from Gamescom in August.

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Report: Injustice 3 in Development at NetherRealm Studios

Thanks to the slip-up of an artist working on the title, we now have more evidence that a new Injustice game is in the works.