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  First Person or Bust
by Aaron & Alex Leach on 11/17/09 12:47:00 pm   Featured Blogs
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  Posted 11/17/09 12:47:00 pm
 

[Written by Aaron Leach.]

Immersion is indeed a tricky beast to tackle for any design studio, and as was discussed previously, the visual perspective a game chooses to present itself in is critical in wrangling this virtual monster. We’ve already heard the case made for third person as the perspective of choice for immersion focused designers, but now we have to examine the other side of the coin. And I say, first person FTW.

From a simplified “how many degrees of separation” standpoint, first person perspective is, by definition, the more immersive choice. By placing the player in the shoes of the protagonist, we are allowed to see only what he or she sees. We are not granted the omniscient point of view that third person perspective delivers.

If we were standing in a room within the abandoned police station of Raccoon City, we would not be able to see the zombie sneaking up behind us. Now, while I agree that first person has yet to mimic our realistic peripheral glancing abilities, it is still a closer representation to actually “being there.” The player is given no visual sensory advantage over the character they are playing through.

The shared visual experience here is what pulls the player into the world that has been created and allows them to feel the actions of the protagonist that much more intensely. If something were to jump at the character in first person perspective, the reaction that character has is simply the reaction of the player projected through their imagination onto the character.

The goal of many first person games is to make the avatar as much of a blank slate as possible. This is why we never see Master Chief’s face and why Gordon Freeman rarely utters a word. It allows for the possibility that each one of us could be living underneath that helmet. The trend is even starting to creep into third person games. The recently released Dead Space doesn’t show the main character’s face before the action starts, and he slips on his featureless helmet.

This can be viewed as a first person tactic in a third person game. Add the rising popularity of the “over-the-shoulder” camera angle seen in games like Gears of War and Resident Evil 4 and 5, and we can see a trend of trying to meld the best of both worlds of each perspective. It is third person’s attempt to give players the same sense of immersion through closeness to the avatar.

This brings us to our next point, the camera. In first person perspective, the viewpoint of the character is the camera, and the player has complete control. The “camera” is not even generally thought of as such. However, in third person games we often have gripes about “the camera” as though it were a truly physically entity within the game.

Having to view our character with this subconscious filter of “the camera” in place officially removes us at least one degree from the character. We no longer get the feeling that we are doing the things the character is doing. Instead we are watching the avatar of the character do these things.

One must go no further than the instruction manual of most games to see this point spelled out as plainly as possible. In most first person games, you will find the analog sticks often control things labeled “look/turn and move/strafe.” Now look at the third person manual and you will probably see one analog stick that says “move” and another that says “camera.” While this may seem like simple nitpicking, it shoud be considered.

The first person controls here represent actions the player and character can actually do and experience together. They are verbs. The third person represents action for the character on the left stick and a separate action only for the player on the right stick. Only the player is controlling the camera and this control has nothing to do with the character.

The fact that the player has to be, on some level, removed from the avatar in order to control a game mechanism removes him another degree away from the same experience the protagonist is having. The protagonist is not concerned about the rock that keeps getting in the way of the player’s view because he is not having that experience.

But you say, “Wait, what about a game like God of War that controls the camera for you? It’s in third person, and both analog sticks are action sticks.” Good point, but let me tell you why even the mighty Kratos can’t beat us into a level of immersion reached by the simplest of first person games. We still don’t feel or experience what we can assume Kratos feels or thinks. Using the example in the previous article of a camera pulling back to reveal a grand spiral staircase as Kratos runs down it, we can look at what I mean.

As we watch Kratos descend the stairs we can imagine what might be going through the Ghost of Sparta’s head: “I am going to stab whatever is at the end of these steps. These steps are filthy, and there sure are a lot of them. I hope there’s naked wenches at the bottom.” Now let's look at the thought process of the player as they are treated to this gorgeous sweeping, cinematic camera move: “Ooooooooh, that’s pretty. I hope there’s naked wenches at the bottom of these steps.” See, minimal overlap.

We can no longer share the thought process of the character because we are not seeing the same things. And since we are not seeing the same things, we can’t feel the same things. We are feeling the emotions brought forth by an artistic camera move and not the action taking place. I will certainly not refute that this is a strong argument for third person being the best choice for cinematic narrative representation, but this is not the same as immersion.

There are obviously technical limitations of both. I agree that it is annoying when a first person game has no “quick-turn” function. But this can be said of third person games as well, cough…Resident Evil…cough. Limited animations for the character, in a third person game, can also take a player right out of the experience.

How is the player expected to react to a zombie lunging at his character when the avatar itself does nothing but stand there because it simply isn’t animated to react in fright? That is yet another disconnect. And a bad camera in game is a given. Some games are made nearly unplayable, let alone immersive, if they have a garbage camera system. You generally have neither of these problems in a first person game.

Now, I don’t dislike third person games. In fact, I love a good platformer; and maybe third person is best for that game style since anyone who has played any of the Metroid Prime series knows that jumping in first person can suck. However, Mirror’s Edge exists to tell me, “Not so fast, captain presumptuous.” I want to end by saying that it just seems to me, as I recall my gaming history, the games that felt the most immersive to me were in the first person perspective. I remember a stronger shared experience between myself and the protagonist in those games rather than simply controlling a virtual remote control person. As gameplay evolves, only time will tell which perspective will give players the most lifelike and immersive experiences.

[Reprinted from www.fourplayercoop.com/pixelosophy.]

 
 
Comments

Christopher Braithwaite
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There is an assumption here that immersion into the environment or character is the same thing as immersion in the game. I disagree with this assumption. I find that many first person games *diminish* immersion by making me aware that I am merely a floating camera with a gun and not an actual character in the game world. It is jarring to see a world rendered with near photorealism but the only way I can interact with it is by shooting or hitting it. Meanwhile 3rd person perspective can further connect me to the character with well judged animation as well as gear that I have chosen for the character. There is also a much greater range of actions a character can take in 3rd person, 1st person has really only been solved for shooting. Putting the player into the eyes of the character does not automatically mean a game is more or less immersive.

I am not arguing that 3rd person perspective is better however. Ultimately, the question of 1st vs. 3rd person perspective is really a moot one. It is archaic to think of games in terms of camera perspective. Perspectives are merely tools in the designer's toolbox, to be used when appropriate to further the game experience being crafted. A good example of this is Chronicles of Riddick, which uses both 1st and 3rd person perspectives to great effect. It is also the only FP game I am aware of where the player character is represented as a physical being rather than a floating gun in the game world; Riddick's body, feet, shoulders etc are all visible as the player navigates the world.

There are no shortcuts to increase the immersion in a game. This quality is the sole province of game designers and their talent.

Jesse Tucker
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I can agree with the sentiment here that first person encourages a much more immersive viewpoint, allowing the player to feel as though they are one with the character they are controlling. This can be a wonderful thing if done well.

On the other hand, the entire article seems to be based on the notion that playing as a character is preferable to controlling an avatar through an environment. That argument is totally up for debate. At times, I've been more than happy with both methods. I think it boils down to what the designer is trying to achieve with the game.

Aaron & Alex Leach
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Christopher:

I certainly agree with you in saying that perspective is only one of many tools at a designers disposal. However, I'd like to clarify that my assumption is not that immersion into an environment is the same as total immersion in a game. It goes without saying that it takes many aspects of a game's design working in harmony in order to achieve immersion in a game. Rather, my assumption is that from a perceptual psychology standpoint, things like perspective can have a great impact on us in a purely subconscious way. And when that impact remains only in the background of our minds, then the perspective is working towards the goal of the experience. 1st person, for me, has often resulted in a better immersive experience in this regard due to the lack of visual disconnect between myself and the character. The near-omniscient point of view that 3rd person provides, for me, is a disconnect in the sense that I know that is not what the character sees. It then alters the hierarchy of knowledge much in the same way that cinema does. And depending on the game type, this can be a good or bad thing.

To say that one perspective vs. another is a moot argument is prematurely dismissive, in my opinion. Regarding this idea of a visual connection between what the character "should" be seeing and what the player sees, you are absolutely correct in saying that when games just give the feeling of a "floating camera" then there are other shortcoming at play here. This diminished immersion you are feeling is based on the principle of propioception. Which is the five dollar word for the sensory awareness of our body parts in relation to each other. Chronicles of Riddick is a great example of a game that gets that right. Other games that do this are The Darkness, and Mirror's Edge. Mirror's Edge is a game that takes this idea to near perfection as everything, from the visibility of Faith's body and appendages to the rhythm of camera movement, is working in harmony to create an unbelievably immersive experience.

So in conclusion, my article is based on the assumption that the game designers had also gotten many of the other factors that affect immersion correct also. I agree that clearly there are no magic shortcuts that a developer can use to make the player feel immersed in the game. Of course, if the goal is not to make the player feel as though they are walking in the character's shoes, then the choice of perspective may not be as important.

Luis Guimaraes
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"Camera is everything." - Cliff Blezinsky

@Christopher

As a developer (not a gamer) it's easy to thinking about a floating camera... I think only Mirror's Edge did a good job in showing the character's body that way, Crysis wasn't too bad also... Some games would stand better without it.

@Aaron & Alex

By "quick-turn" I think you're talking about FPS on consoles, using Thumbsticks to play. Well I've never seen a single FPS being immersive with controllers for me. I remember reading somewhere that the testers in Bioshock often missed many places and items when playing with sticks. I recently got a thumb trackball just to proof concept and it's simply awesome. Where did that Reflex controller for PS2 went? I've never heard of it again.

Andre Gagne
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You know...

You could always look at what academia is doing to nail these questions out.

might I suggest some of the work done by Magy Sief el-Nasr on this?

http://www.sfu.ca/~magy/conference/VAttenGames.pdf

Also

http://www.itu.dk/%7Eyannakakis/ACII09_camera.pdf


I know, Gasp! people are doing actual science on this!

Aaron & Alex Leach
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@Andre

Thanks for the links. Great stuff. I actually worked with a pair of grad students in my undergrad work on a study very similar to the first link. Only it was dedicated to visual attention and eye-tracking in cinema based on both editing and perspective. It's great to see this type of work extending to games. It is indeed excellent when games get all "sciencey" on us.

Aaron & Alex Leach
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I also recommend to everyone to read the compliment article that argues for the third-person side. The link can be found in the first sentence.

Christopher Braithwaite
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Aaron

Thanks for clarifying and the five dollar word! Now I know what to call the phenomenon that makes rumble so essential to racing games.

I agree with your description of the merits of the first person perspective and can understand why you'd think my view is premature. Let me explain where that view comes from. My thinking that perspective is moot is based on the fact that we can experience third person and even second person perspective in dreams. Thus third person is not as unnatural as it may first appear, we are just more familiar with first person. Since games are often compared to dreams, and increasingly resemble a kind of waking dream I find third person perspective in games to be just as natural as the first person one. I enjoyed playing Fallout 3 in both first and third person perspectives and cannot fathom being restricted to playing the game in one over the other. I wish more games were designed this way. As technology alters the information we are able to receive and how we access it (via augmented reality, cloud computing etc), I think our consciousness and therefore perspective is also altered. Views of ourselves that have thus far been restricted to dreams are increasingly present in our daily lives and games are a way to prepare ourselves for that transition. As such, I think looking at perspective in terms of which is better is limiting because it focuses on a narrow band of human perception.

Altug Isigan
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Control is immersion. Sometimes it's better to see an avatar because it gives you exactly the feedback that you need to know what you are doing.

But sometimes it's exactly the presence of an avatar that makes things complicated, so you try to get rid of it.

Also there are a lot of games in which certain aspects of perspective is delegated and divided among a great number of avatars. In the X-Com series, despite being in some sort of a god mode in which you see the whole combat stage, you only see those enemies that are within the LOS of your many soldiers. Let them look in the wrong way and you'd miss the enemy approaching. A similar principle works for Age of Empires. This limitation on sight combined with your struggle for being updated on the latest status of the combat scene makes up for most of the immersion during the game.

In a lot of games an important part of immersion is derived from the way in which you visually express your identity. This means what you wear, the way you walk or talk, the way you "physically" interact with the environment, NPCs or other players avatars is important to you. So you want to see 'yourself' in order to get immersed and more satisfied from your experience. This requires identification processes to be a combination of third-person perspective and character modeling.

IMHO it's difficult to draw a concrete line between various first-person styles. For example in older racing games you would play in first-person as you sit inside the car, seeing the armatures etc. But in newer games, first person basically means that you see nothing of your car and only the HUD displays. This is even true for shooters. In some older versions of shooters you don't even see your weapon, only the aiming-cross, whereas "modern" shooters make visible your hands holding the weapon.

Immersion is not guaranteed to be found in one or the other perspective. What counts is to find the right solution for the immersion-requirements of your unique game.

Aaron & Alex Leach
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@Altug Isigan

You seem to contradict yourself and get a bit lost in your argument, which is good. You say that there is no concrete right or wrong yet you later say it is important in a lot of games that you see the character. We simply wanted to open up the discussion for which perspective is better, if either, for immersion. You can read the third person argument at the link provided at the top, which will give you a better perspective on what we are trying to accomplish and the dialogue we are trying to set up. Thanks for the feedback.

Altug Isigan
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You're welcome :) Thanks for the inspiring article.

Arun Kumar
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Nice article, but I'm getting the impression that you are saying the role of the camera is only to make the player relate or empathize with the lead character. I want to know what you think of games where you don't have a lead character, such as Tetris. Now I know that I can get obsessed (and immersed) in that game, what do you think? Do you think immersion is the right term to use there?

What I'm trying to say is, that if playing Tetris CAN be immersive, then the question of a first or third person camera does not hinge upon the player feeling as one with a character alone, but with the game itself. Maybe what a designer should look at while designing the camera system is if he wants the player to be the character or to be the game (to put one way), if you can imagine the game possessing a personality (think Earthbound).

Again taking the example of God of War itself, I would personally hate being in Kratos' mind all the time, and that would probably (as you pointed out) divert my attention away from the beautiful world the designers created. So I am guessing the designers made the right choice in going third person, because I can now watch Kratos' angst and wrath from the outside, while enjoying the visual spectacle.

Arun Kumar
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... just to add - I'm assuming the designer wanted me to get immersed in the spectacle (I'm taking the epic soundtrack and the visuals as clues here) and not the character - and the third person view succeeded.

Altug Isigan
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Like in novels, games have implied readers that are constructed through textual strategies. The way they are being addressed and involved is part of designing the narrative. In some novels as well as in some games, the addressing will be done in a subtle manner; it will look like there is no character present and the story entirely ommitted any addressee or narrattee. But yet, looking carefully will help us discover the traces of what we think is not present. (Same goes for the narrator, often the narrator has no distinguished voice, yet you find traces of his/her presence).

Tetris has an implied narrator, someone who tells us that blocks are falling, someone who tells us how we perform in the role of the fictional blockpusher that we are. The way we are being involved (POV, the fictional role that the configuration of controls implies etc) on the other hand is evidence that the recount of the invisible narrator also has an addressee

The difficulty comes from the fact that "player" is a role that must be configured twofold: as an actant, a fictional being that makes decisions in a fictional world (that is not the real human that plays the game, but rather a being that this real player accept to be); and as a spectator, an implied reader that is expected to traverse the presented text in a certain manner. The conflict that arises for the designer is that between control and spectatorship. That means you need to deal with two types of immersion simultaneously: that of the spectator, and that of the player as the fictional being, the in-game decision-maker. A wisely chosen POV often means you can meet the requirements of both: for example the POV in Tetris is quite functional in terms of control and decision-making, and it also is a perspective that matches the needs of spectatorship.

God of War on the other hand is a bit more complicated: the camera maintains a closer position when in combat, because that is needed for control, and it limits itself to quick and short jumps along the z-axis to understate critical moves and events during combat. When control is not a priority, then you see it become independent and investigate the environment just to reveal context and hint at the next enemy we're going to combat. Once the exposure is done and the combat situation is in the rise, the camera returns to its closer position to meet the control requirements.

As a simple casual game, Tetris does not need such complex camera, nevertheless the way it configures the player as both actant and spectator answers the requirements of both.


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