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[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.]
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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.
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.
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.
@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.
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!
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.
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.
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.
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.
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.
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.