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Third-person (video games)

From Wikipedia, the free encyclopedia
Graphical perspective in video games
This article is about a camera style in 3D video games. For top-down and side-view 2D games, seeVideo game graphics § 2D.
Screenshot from thethird-person shooterDead Justice
An illustration of a protagonist whom a player controls, a soldier, and a tracking camera hovering just behind, slightly above, and slightly facing down towards that character

Invideo games,third-person (also spelledthird person) is agraphical perspective rendered from a fixed distance behind and slightly above the player character. This viewpoint allows players to see a more strongly characterizedavatar and is most common inaction games andaction adventure games. Games with this perspective often make use of positional audio, where the volume of ambient sounds varies depending on the position of the avatar.[1]

Camera systems

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Main article:Virtual camera system § Third-person view

There are primarily three types of camera systems in games that use a third-person view: the "tracking camera systems" in which the camera simply follows the player's character; the "fixed camera systems" in which the camera positions are set during the game creation; and the "interactive camera systems" that are under the player's control.

Simple tracking cameras follow the characters from behind, and were common in early 3D games such asCrash Bandicoot orTomb Raider since it is very simple to implement. However, the player is unable to move the camera to resolve occluded views or focus on areas of interest,[2][3][4] and may jerk or end up in awkward positions if the character is near a wall.[1]

Fixed camera systems are defined by the developers during the game creation. The camera views will not change dynamically, so the same place will always be shown under the same set of views. Games that use fixed cameras includeGrim Fandango (1998) and the earlyResident Evil andGod of War games.[5] Such a system allows designers to use thelanguage of film, creating mood through camerawork and selection of shots.[6]

Interactive camera systems still track the character, but can also be moved by the player. Fully interactive camera systems are often difficult to implement in the right way;[citation needed]GameSpot'sJeff Gerstmann argued that much of theSuper Mario Sunshine's difficulty comes from having to control the camera.[7] Conversely,IGN's Matt Casamassina calledThe Legend of Zelda: The Wind Waker's camera system "so smart that it rarely needs manual correction".[8] One of the first games to offer an interactive camera system wasSuper Mario 64.[9][10]

Controls

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Many games with fixed cameras usetank controls, whereby players control character movement relative to the position of theplayer character rather than the camera position;[11] this allows the player to maintain direction when the camera angle changes.[12]

Onvideo game consoles, interactive camera systems are often controlled by ananalog stick to provide good accuracy, whereas on PC games they are usually controlled by themouse.

See also

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References

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  1. ^abRollings, Andrew; Ernest Adams (2006).Fundamentals of Game Design. Prentice Hall.ISBN 9780131687479. Archived fromthe original on 17 February 2009. Retrieved24 March 2009.
  2. ^"Sonic Adventure Review". IGN. Archived fromthe original on 11 February 2008. Retrieved22 March 2009.
  3. ^"Tomb Raider: The Last Revelation Review". IGN. 11 December 1999. Retrieved22 March 2009.
  4. ^Carle, Chris."Enter the Matrix Review". IGN. Archived fromthe original on 25 March 2009. Retrieved22 March 2009.
  5. ^Casamassina, Matt."fixed-camera". giantbomb.
  6. ^Casamassina, Matt."Resident Evil Review". IGN. Archived fromthe original on 25 March 2009. Retrieved22 March 2009.
  7. ^Gerstmann, Jeff (4 October 2002)."Super Mario Sunshine Review for GameCube". GameSpot. Archived fromthe original on 26 March 2009. Retrieved22 March 2009.
  8. ^Casamassina, Matt (25 March 2003)."The Legend of Zelda: The Wind Waker Review". IGN. Archived fromthe original on 26 March 2009. Retrieved22 March 2009.
  9. ^"15 Most Influential Video Games of All Time: Super Mario 64". GameSpot. Archived fromthe original on 26 March 2009. Retrieved22 March 2009.
  10. ^"The Essential 50 Part 36: Super Mario 64 from". 1UP.com. Archived fromthe original on October 26, 2004. Retrieved22 March 2009.
  11. ^"A eulogy for tank controls".PC Gamer. 20 February 2015. Retrieved5 March 2018.
  12. ^Matulef, Jeffrey (26 January 2015)."Bringing out the Dead: Tim Schafer reflects back on Grim Fandango".Eurogamer. Retrieved5 March 2018.
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