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This article is about the visual perspective. For the no representation of the avatar to block the players view.
narrative perspective, see rst-person narrative.
However, the absence of an avatar can make it dicult
to master the timing and distances required to jump beand may cause motion sickness in some
In video games, the rst person refers to a graphical tween platforms,
players.[1][2][3]
perspective rendered from the viewpoint of the players
character. In many cases, this may be the viewpoint Players have come to expect rst-person games to accufrom the cockpit of a vehicle. Many dierent genres rately scale objects to appropriate sizes. However, key
have made use of rst-person perspectives, ranging from objects such as dropped items or levers may be exaggeradventure games to ight simulators. Perhaps the most ated in order to improve their visibility.[1]
notable genre to make use of this device is the rst-person
shooter, where the graphical perspective has an immense
impact on game play.
2 History
Game mechanics
2
shooter video games Balloon Gun[7] and Bullet Mark,
where light guns are used to hit a variety of moving
targets displayed on the monitor, with dierent points
awarded/deducted for hitting/missing dierent targets.[8]
That same year, Taito released Interceptor, an early
combat ight simulator that involved controlling a jet
ghter while moving a crosshair to aim and shoot at enemy aircraft that move in formations of two and scaled in
size depending on their distance to the player.[9] In 1976,
Segas Road Race extended the car racing video game
genre into three dimensions with a rst-person perspective. It displayed a constantly changing S-shaped road
with two obstacle race cars moving along the road that
the player must avoid crashing while racing against the
clock.[10]
2 HISTORY
Taitos Gun Buster was an innovative rst-person shooter
released in 1992 for the arcades. It featured on-foot
gameplay and a unique control scheme where the player
moves using an eight-direction joystick and takes aim using a mounted positional light gun. It was also unique in
allowing two-player cooperative gameplay for the mission
mode, and featured an early deathmatch mode, where
either two players could compete against each other or
up to four players could compete in a team deathmatch,
consisting of two teams with two players each competing
against each other.[24]
In 1992, Ultima Underworld was among the rst to feature texture mapped environments, polygonal objects,
and basic lighting. The engine was later enhanced for
usage in the game System Shock. Later in 1992, id improved the technology used in Catacomb 3D by adding
support for VGA graphics in Wolfenstein 3D. With these
improvements over its predecessors, Wolfenstein 3D was
a hit. It would be widely imitated in the years to follow, and thus marked the beginning of many conventions in the genre, including collecting dierent weapons
that can be switched between using the keyboards number keys, and ammo conservation. 1996 saw the release of The Elder Scrolls II: Daggerfall for MS-DOS
by Bethesda Softworks, featuring similar graphics and
polygonal structures to other games at the time and furthering the rst-person element included in 1994s The
Elder Scrolls: Arena, to which it was a sequel.
3D gaming
In 1980, Sega's arcade space shoot 'em up Space Tactics allowed players to take aim using crosshairs and re
lasers into the screen at enemies coming towards them,
creating an early 3-D eect.[11] In 1982, Segas SubRoc3D also featured a rst-person perspective and introduced
the use of stereoscopic 3-D through a special eyepiece.[15]
In 1988, Arsys Software's Star Cruiser,[25] an early rstperson shooter,[26] was an innovative game that introduced the use of fully 3D polygonal graphics as well as
3
action role-playing game elements. The backgrounds,
objects and characters in the game were rendered in
3D polygons, many years before 3D polygons became
widespread in the gaming industry. It was released for
the NEC PC-8801 computer in 1988,[25] and ported to
the Sega Mega Drive in 1990.[26]
In 1994, Virtua Cop popularized the use of 3D polygons
in rst-person perspective shooter games.[27] That same
year, Exact released the Sharp X68000 computer game
Geograph Seal, a fully 3D polygonal rst-person shooter,
notable for its unique blend of free-roaming shooting and
platform game mechanics. The following year, Exact released its successor for the PlayStation console, Jumping
Flash!, which was similar but placed more emphasis on
the platforming rather than the shooting.[28]
In December 1994 From Software released Kings Field [10] Road Race at the Killer List of Videogames
for the Sony PlayStation console; a title which seems to
predate all other full polygon, free-roaming, real-time, [11] Space Tactics at the Killer List of Videogames
rst-person, action games. It contains RPG elements and [12] Space Seeker at the Killer List of Videogames
a mix of close and long range combat gameplay.
The 1995 game Descent used a fully 3D polygonal graphics engine to render opponents, departing from the sprites
used by most previous games in the FPS genre. It also
escaped the pure vertical walls graphical restrictions of
earlier games in the genre, and allowed the player six degrees of freedom of movement (up/down, left/right, forward/backward, pitch, roll, and yaw). Thus, Descent was
the rst rst-person game in the modern era to use a fully
3D engine in all aspects of gameplay. A few websites
allow users to play FPS games online. Mercenary Camp
FMS and Quake Live are examples of such browser-based
FPS games. Racing games also use rst-person gameplay
and the only installment in the Mario Kart franchise to use
that is Mario Kart 7.[29] Other 3D racing games which use
rst-person mode include Juiced, Need for Speed, Ridge
Racer and Gran Turismo.
See also
Over the shoulder shot
3D graphics
First-person shooter engine
(translation), 4Gamer.net
References
[29] Kart Controls: First Person, Mario Kart 7 North American website
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