In video games,
the perspective, or view point, is one of the biggest determining factors in
play style. It’s crazy to think that something as simple as where the camera is
placed could change a game, but it’s true. The way the player sees the game
changes how personal events are. Used effectively, view point can make the
difference between a compelling drama and an uninteresting conflict.
The two most
common perspectives are 1st person, in which the player sees
directly out of their controlled character, and 3rd person, in which
the camera is placed behind a character. Many competitive shooters, such as Call of Duty and Halo, use a 1st person perspective, hence the label
“first-person shooter” (FPS). This view is preferable when the game focuses on
precision aiming, because the player can aim directly without an avatar’s body
getting in the way.
Except for the hands. Stupid hands, blocking my field of vision. |
Perspective determines
how the audience relates to the story and the main character. In a 1st
person game, players rarely see the character they are controlling. The player
can “transfer [themselves] into the video game character, experience the
intensity of the challenge, and achieve the sense of mastery and exhilaration
of success.”1 This allows the player to feel like they are directly
responsible for the victories and achievements in the game. Call of Duty is widely liked for its
competitive aspect. Players compete online against one another, trying to
outgun and outlast their fellow players. Part of its massive success and popularity
might be due to the perspective. The players cannot see their own avatar, thus
there is one less constant reminder that they are playing a video game. 1st
person perspective allows the player to feel like they are the ones responsible for victory instead of the character
they control.
Another popular
FPS, Halo, goes so far as to have the
character be both faceless (constantly wearing a helmet) and voiceless. Because
the character has no distinct personality of its own, players can project
themselves into the game. So it’s not the story of how Master Chief saves the
world, it’s the story of how you save
the world. The player becomes Master Chief. So when they make it through a
particularly grueling level, they know it’s the result of their skill as a
player and not because of Master Chief.
No glory-hogging for you, Mater Chief. |
Sometimes
developers may want to limit the amount of responsibility a player feels. In
Sucker Punch’s Infamous, the game
takes a 3rd person approach. Even though a majority of the combat
relies on aiming, the game does not go into 1st person perspective.
Instead, the camera zooms in to Cole, just above the shoulder so that players
can aim accurately. Infamous also has
a lot of platforming elements, and being able to navigate the environment is a
must, so the 3rd person camera helps players see their position
relative to other objects around them.
Can you imagine how much this would suck in 1st person? They'd have to rename the game Mirror's Edge. |
However, the 3rd
person perspective also has the side-effect of providing a constant reminder to
the player that they are not physically in the game. Because the main character
is always on the screen, there is distance between him and the player. Infamous’s main draw comes from its
morality system, where players can choose between “good” and “evil” alignments
determined by their actions. “Evil” actions take the form of injuring innocent
bystanders, killing police officers and basically being a giant douche. By
distancing the player from the character, the player is also distanced from their
actions. This allows the player a greater sense of moral freedom, because they
do not feel directly responsible for the acts they commit. If they decide it
would be funny to blow up a car with a bunch of snotty kids in it, well, it’s
not them doing it, it’s Cole.
There was a family of four in that car. |
The 3rd person perspective lets the character be as big of a jerk as they want without feeling any guilt. After all, it’s only a game. They aren't supposed to be the main character, only control him. So if they want to set the town on fire, they can do it with wild abandon. All the consequences fall on Cole, not them.
Part 2 of perspective is here.
Part 3 of perspective is here.
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