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Thursday, February 12, 2026

Will the Gaming Industry Change Use of FPS and TPS?

The Inertia of Familiar Language 

The traditional definitions of first- and third-person games rely on camera placement rather than on player agency. That shortcut has distorted how we talk about perspective for decades.

So why has this never been corrected?  The short answer is likely inertia.

Once a term becomes familiar, widely taught, and commercially useful, it stops being descriptive and starts being infrastructural. Changing it becomes expensive, not just financially, but culturally.


The FPS Effect

The modern taxonomy of game perspective crystallized in the 1990s with the rise of the first-person shooter (FPS).

“FPS” was an unusually successful label:

  • It described what players saw

  • It differentiated a new genre

  • It was easy to market

  • It spread quickly through magazines, retail shelves, and early web discourse

Once first person became synonymous with “camera at eye level,” everything else was forced into contrast. The term third person did not emerge from narrative theory. It emerged as whatever FPS was not.

This asymmetry locked the vocabulary in place before anyone had reason to question it.


Camera Language Is Easier Than Agency Language

Camera placement is concrete. Agency is abstract.

It is far easier to say:

The camera is behind the character

than to say:

The player issues commands to a represented self

Marketing departments, tutorial writers, and reviewers naturally gravitated toward the simpler explanation. Over time, that simplification hardened into definition.

Once perspective was taught as a visual property, revisiting it as a player–system relationship required more effort than most discourse was willing to invest.


How Designers Commonly Talk About Perspective

In public-facing discourse, perspective is usually described in terms of camera placement. In design-facing discussions, however, the vocabulary often shifts.

Designers frequently frame perspective through concepts such as:

  • Player embodiment

  • Identification with an avatar

  • Degrees of abstraction

  • Command versus inhabitation

  • Latency between decision and action

These ideas appear regularly in design talks, postmortems, and critical writing, even when the traditional labels of first- or third-person remain in place. The emphasis is less on where the camera sits and more on how the player relates to what they control.

This does not mean designers uniformly reject camera-based terminology. Rather, it suggests a practical distinction: the internal language of design often exceeds the precision of the public labels used to describe games.

In other words, the mislabeling persists not because designers lack conceptual tools, but because those tools are rarely surfaced in player-facing taxonomy.


Why the Industry Is Unlikely to Fix the Labels

Even if the argument is sound, several forces resist change:

1. Legacy Vocabulary

Decades of books, articles, reviews, and tutorials use the existing terms. Revising them would create friction with historical material.

2. Search and Discovery

“Third-person action game” is a deeply indexed phrase. Replacing it would damage discoverability without offering immediate commercial upside.

3. Audience Expectations

Players already believe they know what these terms mean. Correcting them risks sounding pedantic or confusing, even when accurate.

4. Mixed Perspectives

Many modern games blur categories intentionally. Studios may prefer flexible ambiguity to precise taxonomy.

Taken together, these pressures make formal correction unlikely.


Why This Still Matters

If the industry is not going to change its labels, why insist on the distinction at all?

Because language shapes analysis.

Mislabeling perspective:

  • Obscures why certain games feel immersive despite external cameras

  • Confuses discussions of agency and control

  • Flattens meaningful differences between avatar play and command play

  • Makes serious criticism sound mystical rather than structural

A player-centric model gives critics, designers, and players a sharper vocabulary—even if public-facing labels remain unchanged.


The Value of a Parallel Vocabulary

This series is not a call to rename genres overnight. It is a proposal for a parallel framework that can coexist with existing terminology while offering greater precision.

Just as film studies distinguish between camera angle and narrative voice, game analysis benefits from separating:

  • What does the camera do

  • What is the player

Keeping these concepts distinct allows deeper discussion without breaking compatibility with established language.


A Useful Mental Reframe

Rather than asking:

Is this game first person or third person?

Ask:

Who is acting?

Who is being addressed?

Where does the player exist in relation to the system?

These questions remain valid regardless of genre, technology, or trend.


Keeping It Going

The industry is unlikely to abandon camera-based labels. They are too entrenched, too useful, and too familiar.  But clarity does not require replacement. It requires recognition.

We can say that a game has first-person perspective with third-person camera angle. Or, a game is second-person perspective with the ability to show either game-piece camera angle or top-down third person camera angle.  Such descriptions are more meaningful. 

Once we understand that most so-called third-person games are structurally second-person, a great deal of confusion dissolves. Design intent becomes clearer. Player experience becomes easier to articulate.


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