However, while visiting these filming locations was great, the travel between them is a bit rough. This is the nature of travelling around the South Island of New Zealand in this region, especially when you are leaving paved highways behind for a time. The tour length definitely adds to discomfort as much as the roads themselves since this is a 10 hour tour, with long stretches between locations. Just be prepared. One bit of advice is to pack your own lunch, as I found the location where food was available to purchase to be rather lacking.
My personal glimpse into the first half of the 21st Century for some yet to be known future
Tuesday, February 10, 2026
Full Day Lord of the Rings Mavora Lakes Adventure
Sunday, February 08, 2026
Real-World Games and Player Perspective
Why Physical Games Clarify the Debate
If digital games complicate questions of perspective with cameras, avatars, and simulated worlds, real‑world games strip those ambiguities away. There is no virtual camera, no rendering engine, and no ambiguity about where the player exists in relation to play.
What remains is the core relationship that person actually describes: how the player is positioned relative to action and agency.
When we apply the same player‑centric framework to physical and tabletop games, the mislabeling of digital perspectives becomes immediately obvious. The categories align cleanly without edge cases, caveats or special pleading.
First Person: Embodied Physical Play
In first‑person games, the player is the acting body. There is no representational layer.
Examples
Tag
Soccer, basketball, martial arts
Darts, bowling
Poker (as bodily participation rather than avatar play)
Perspective Structure
The player acts directly
The player’s body is the locus of agency
There is no token, piece, or proxy
The language of play is unambiguously first person:
I run.
I throw.
I bluff.
No one meaningfully describes these games as issuing commands to a representation. There is no interpretive distance between decision and action.
This is first‑person perspective in its purest form, mapping precisely onto digital first‑person games where avatar and player identity collapse into one.
Second Person: Token‑Mediated Play
Second‑person play emerges the moment a personal proxy is introduced.
Examples
Monopoly
The Game of Life
Sorry!
Most role‑playing board games
Perspective Structure
The player is personally represented
Actions are issued to a token
The token is “you,” but not identical to you
The language shifts naturally:
You move three spaces.
You pass Go.
You go to jail.
No one confuses the plastic token with the player’s physical body. No one treats the token as an unrelated entity either. It is unmistakably you, addressed directly.
This is the exact structural relationship found in traditionally labeled “third‑person” digital games:
A visible body
A controllable character
A personal avatar that can be observed, directed, and positioned
The tabletop world exposes the truth that digital cameras obscure: this is second‑person play.
Third Person: Unembodied Command
True third‑person perspective appears when the player has no personal representation at all.
Examples
Chess
Checkers
Go
Wargames with multiple units per side
Perspective Structure
No piece represents the player
All entities are equally external
The player exists entirely outside the system
The language reflects this detachment:
That piece captured the queen.
These troops were sacrificed units.
That side is losing control of the board.
Even when players identify emotionally with a side or strategy, no single piece is you. The relationship is observational and managerial rather than embodied.
This maps cleanly onto digital strategy games, god games, and simulation titles where the player’s presence is abstract, systemic, or omniscient.
Why These Categories Feel Obvious Offline
In physical games, no one argues that Monopoly is “third person” or that chess is “first person.” The distinctions feel intuitive because:
There is no camera to confuse viewpoint with identity
Tokens and the actually human self are physically distinct
Agency is visibly mediated or not
Digital games inherited linguistic categories before these distinctions were fully examined. Real‑world games demonstrate that the confusion is not conceptual, but rather it is terminological.
The Consistency Test
A useful diagnostic question emerges:
If this game were played on a table instead of a screen, what would represent the player?
Your body → First person
Your personal token → Second person
Nothing at all → Third person
This test holds across media, genres, and technologies.
Implications for Game Analysis
Understanding perspective through real‑world analogs helps clarify:
Why some games feel intimate despite external cameras
Why avatar visibility changes player psychology
Why command‑based games encourage strategic rather than empathetic thinking
Why VR intensifies embodiment without redefining perspective
Most importantly, it reinforces the fact that perspective is about player–action relationships, not visual framing.
Looking beyond
Real‑world games quietly and intuitively preserve the original linguistic meaning of person in the terms of first-, second- and third-person. When we let them inform our understanding of digital play, the long‑standing mislabeling of game perspectives becomes impossible to ignore. The camera never determined perspective; the player's relationship within the game makes that determination.
Also see:
Saturday, February 07, 2026
Places I've Visited So Far Winter 2025-2026
Friday, February 06, 2026
A Player-Centric Model of Game Perspective
From Definitions to Application
The previous article in this series established a narrow but important claim: camera angle does not determine narrative person. "Person" in "first-person" describes who acts, not where the camera viewpoint is placed.
Taking this into consideration, let's apply the concept directly to video games. Doing so requires shifting perspective from what the player sees to how the player is represented within the game system.
This article proposes a player-centric model of perspective and uses it to reëxamine the three categories commonly described as first-person, second-person and third-person.
A Player-Centric Definition of Perspective
Rather than anchoring perspective to the camera, this model defines person by the relationship between the player and the acting entity in the game world.
| Person | Defining Question | Player Relationship |
|---|---|---|
| First | Am I the body acting? | Player and avatar are the same entity |
| Second | Am I directing a represented “you”? | Player controls a personal avatar |
| Third | Am I commanding others? | Player is unrepresented in the world |
This framework does not replace existing camera terminology. It runs alongside it. A game can still be described as having a first-person perspective with a third-person camera. What changes is how we describe player perspective.
First-Person Games: “I Move Here”
In first-person games, the player and the avatar collapse into a single acting subject. There is no meaningful distinction between the decision-maker and the body that carries out those decisions.
Common examples include:
Doom
Counter-Strike
Mirror’s Edge
Most virtual reality titles
Player intent is expressed directly as action:
I reload.
I lean around the corner.
I jump.
The defining feature is not the absence of a visible character model. It is the absence of narrative distance. The player does not instruct a character. The player acts.
The Misnamed Middle: Games Labeled “Third-Person”
Most action and role-playing games are grouped under the label of third-person:
Tomb Raider
The Witcher
God of War
PUBG
This category is where the traditional terminology begins to fail.
In these games, the player does not fully inhabit the avatar in the way first-person play requires. The character on screen is visible, persistent, and separate. The player does not experience the world as the body. The player directs the body.
The internal language of play reflects this relationship clearly:
You roll.
You climb.
You draw your weapon.
This is not metaphorical. It is structurally second person. The avatar represents the player, but the representation is mediated. The player and the character are not the same acting subject.
What distinguishes this middle category is not camera distance, character visibility, or animation style. It is addressability. The player addresses a personal avatar that exists as an object in the game world.
That distinction matters. A player can empathize with, customize, and narratively identify with an avatar while still relating to it as "you" rather than "I." The presence of dialogue choices, equipment management, and movement commands reinforces this relationship. The player tells the character what to do. The character then does it.
The camera makes this separation obvious, but it does not create it. Even if the camera were forced to overlap the character’s head, the underlying relationship would remain unchanged as long as the player continues to issue instructions to a represented self.
The moment a player can observe their own body as something acted upon, perspective has already shifted away from first person.
This is the core of the mislabeling. These games are neither first-person nor third-person in the narrative sense. They occupy a distinct middle ground that aligns cleanly with second-person structure.
True Third-Person Games: “They Move There”
Third-person perspective, in the narrative sense, emerges when the player is not embodied at all.
Strategy and command-based games provide clear examples:
Civilization
X-COM
Command & Conquer
StarCraft
Here, the player does not control a personal avatar. Instead, they direct multiple agents, units, or factions.
The language of play naturally changes:
They advance the unit.
They lose morale.
They capture the city.
Even when the game provides a narrative role such as ruler, commander, or overseer, that role is abstract. No single entity in the game world stands in for the player.
This aligns cleanly with third-person narration in literature. The player observes and directs, but does not inhabit.
A Shift in Perspective
Reframing game perspective around player representation reveals a gap in the familiar terminology. What has long been labeled third-person gameplay occupies a distinct middle ground that matches second-person structure far more closely than third.
This does not mean existing labels must be discarded. It does mean they should be understood as describing cameras rather than perspective.
The next article in this series steps away from digital games entirely. By examining board games and other real-world play, it becomes easier to see why camera-based definitions were always an awkward fit.
Continue to Part III: Real-World Games and Player Perspective.











