My personal glimpse into the first half of the 21st Century for some yet to be known future
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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.
Saturday, January 31, 2026
We’ve Been Using “Third-Person” Wrong for 30 Years in Gaming
A Comfortable Mistake
Video games are routinely sorted into neat perspective boxes: first-person and third-person. The terms feel intuitive, established, and beyond dispute. An FPS shows what the character sees. A third-person game shows the character from the outside. A second-person game doesn't truly exist, per se. Case closed.
Except that this framing quietly borrows language from literature and then uses it incorrectly.
In grammar and narrative theory, person is not about camera placement. It is about who is the acting subject. Once we apply that definition consistently, a strange realization emerges: what the games industry has long called third-person does not actually describe a third-person relationship at all.
This article is the first in a short series. Its purpose is not to reclassify games yet, but to clear conceptual ground. Before we can argue about first, second, or third person in games, we need to be precise about what those terms mean.
Camera Angle Is Not Narrative Person
Before redefining perspective, one clarification is essential: camera angle does not establish narrative person.
Games inherited the terms first-person and third-person largely through visual analogy. The distinction became shorthand for what the player sees on screen, not for how the player is positioned within the system of action. This shortcut made the terminology easy to teach, but conceptually unstable.
In literature and narrative theory, a scene can be described from any imaginable vantage point without changing grammatical person. A third-person novel may describe events from directly behind a character’s eyes. A second-person text may position the reader outside their body. A first-person account may briefly describe the narrator from an external viewpoint for dramatic effect.
The camera, or its literary equivalent, does not determine personhood.By tying person to camera placement, game discourse quietly collapsed two distinct ideas:
Cinematography: where the viewpoint is located
Narrative person: who the acting subject is
Untangling these concepts is the key to understanding why the familiar labels begin to break down under closer inspection.
What “Person” Actually Means
In language and literature, person refers to the relationship between the speaker and the subject of action:
First person: I act ("I walk down the road")
Second person: You act ("You open the door")
Third person: They act ("She draws her sword")
Person describes agency and identity, not point of observation. It answers a simple question: who is doing the acting?
This definition has remained stable across centuries of grammar, rhetoric, and narrative theory. What changes from medium to medium is not the meaning of person, but the techniques used to express it.
Game terminology drifted away from this definition by anchoring person to the camera rather than to player representation. Once that shift occurred, the labels continued to function socially even as they lost their original precision.
Clearing the Ground
At this stage, no games need to be reclassified. The only claim established here is a foundational one: camera placement and narrative person are not the same thing.
If person is understood as a question of who acts rather than where the camera sits, the familiar categories of game perspective become less stable and more interesting. Some labels begin to feel strained. Other labels begin to feel incomplete.
The next article in this series builds on this groundwork by proposing a player-centric definition of perspective and applying it directly to video games.
Continue to Part II: A Player-Centric Model of Game Perspective.
Thursday, January 01, 2026
Express Your Message as Atomic Weights
Element Cipher
Converts text to atomic masses (3-digit format) and back.
Tuesday, December 30, 2025
Trail 44 South Mesa
South Mesa has a good loop trail and lots of interconnecting trails with many other areas. The loop takes you from the trailhead and around the South Mesa. Technically, this is not the route shown in 60 Hikes Within 60 Miles: Denver and Boulder, but it still a nice hike with good views. The hike starts out with thick brush, but transitions to forest on the Westside of the Mesa, as you switch from Mesa Trail to Homestead Trail before returning to the trailhead.
Monday, December 22, 2025
Tool that Rounds to the Nearest Fraction
When working in trades like carpentry, machining or cooking,
you often run into decimal measurements that are difficult or impossible to
translate to a standard ruler, tape measure, or measuring cup. Sometimes, you
just need to work with fractions.
While a CAD program might output a required component hole as
0.6875 inches, a person on the shop floor needs to select a tool or check a
dimension using the common fraction 11/16 inches. Similarly, scaling a recipe
can result in awkward numbers like 0.833 cups, which is much easier to manage
when converted to a practical fraction like 5/6 or the nearest standard
measuring cup size. Below is the tool that is designed to bridge that gap by converting any
decimal into its closest usable fraction.
The Fractional Rounding Tool (below) takes any decimal
number and, based on your chosen level of granularity (the maximum denominator,
such as 1/8 or 1/16), it determines the nearest possible fraction. This is
essential because it allows you to standardize your precision and use common
measuring instruments effectively. You also have full control over the rounding
method, which dictates how the tool handles numbers that fall exactly halfway
between two fractions. This is a great feature when working with tolerances,
negative numbers or specific industry standards like rounding half up or half
even. Use the tool below to instantly convert your decimal plans into
measurable, actionable fractions.
Fractional Rounding Tool 📏
For information on other tools and topics:
Futhorc Runic Bi-Directional Converter: Turn your message in to First Millennium runes and back! [Try out this rune conversion tool on your own messages.]
Earth's Looming Expiration Date: Why Earth faces an early deadline as Sun's energy output increases. [Idea on how to preserve our planet]
Number Rounding Tool: This the rounding tool that you didn't know you need! Multiple methods of rounding are supported. [Type Your Number and Round it up or down!]










