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First-person (video games)

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491:-based, wherein the game displays what the player's avatar would see with the avatar's own eyes. Thus, players typically in many games they cannot see the avatar's body, though they may be able to see the avatar's weapons or hands. This viewpoint is also frequently used to represent the perspective of a driver within a vehicle, as in flight and racing simulators; it is common to make use of positional audio, where the volume of ambient sounds varies depending on their position with respect to the player's avatar. 465: 341: 42: 624:
probably occurred in the summer of 1973. A single player traverses a maze of corridors rendered using fixed perspective. Multiplayer capabilities, with players attempting to shoot each other, were probably added later in 1973 (two machines linked via a serial connection) and in the summer of 1974
647:(1976) by high-school student Erik K. Witz and Nick Boland, also based on PLATO, is sometimes claimed to be the first true FPS. The game includes a bitmap image of a gun and other armaments that point at the monsters and other players, with the walls rendered as vector lines. Set in A.D. 2020, 498:
perspective. A first-person perspective allows for easier aiming, since there is no representation of the avatar to block the player's view, but the absence of an avatar can make it difficult to master the timing and distances required to jump between platforms, and may cause
1178:. It would be widely imitated in the years to follow, and marked the beginning of many conventions in the genre, including collecting different weapons that can be switched between using the keyboard's number keys, and ammo conservation. 1996 saw the release of 1247:
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,
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in 1989, another military combat arcade machine that achieved a further level of realism by implementing a rotating point of view, thus creating the effect of turning corners left and right, in addition to just walking forward.
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arcade game started the trend of realistic military-themed action shooters, and featured side-scrolling environments and high-quality graphics for the time. It was followed the subsequent year by a sequel, titled
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was particularly influential, with fast filled-polygon graphics, a mathematical model of how the vehicle components interact, force feedback, and instant replay after crashes. In the following years, two
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template by adding support for higher resolution, improved textures, variations in height (e.g., stairs and platforms the player's character could climb upon), more intricate level design (
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Games with a first-person perspective do not require sophisticated animations for the player's avatar, nor do they need to implement a manual or automated camera-control scheme as in
378:, or from the inside of a device or vehicle controlled by the player character. It is one of two perspectives used in the vast majority of video games, with the other being 934:
a year later, increased the computing power and graphical capabilities available in consumer-level machines, leading to a new wave of innovation. 1987 saw the release of
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allowed for any inclination) and rudimentary illumination effects such as flickering lights and areas of darkness, creating a far more believable 3D environment than
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rather than any using the perspective, with several shooter games, while belonging to other subgenres, using a first person perspective, such as, traditionally,
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was among the first to feature texture mapped environments, polygonal objects, and basic lighting. The engine was later enhanced for usage in the games
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Players have come to expect first-person games to accurately scale objects to appropriate sizes, although the key objects such as dropped items or
1398: 1648: 1547: 1192:, featuring similar graphics and polygonal structures to other games at the time and furthering the first-person element included in 1994's 405:(FPS) are a popular genre emerging in the 1990s in which the graphical perspective is an integral component of the gameplay. Although, like 1146: 284: 1878: 346: 1608:
It may be that the networked version didn't happen until '74 because I can't remember exactly when the network was put on the Imlacs.
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was released in arcades in 1992. It features on-foot gameplay and a control scheme where the player moves using an eight-direction
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arcade VR platform, which featured first person deathmatch style games with polygon player avatars. In late 1991, the fledgling
1020: 824: 806: 725: 274: 990:, that introduced a pseudo-3D perspective and the illusion of depth. The success and popularity of these two games led to 915: 837: 430: 93: 1665: 2084: 1029: 1006: 670: 634: 313: 299: 83: 1935: 1911: 1300: 1088: 881: 742: 719: 239: 222: 178: 662:
s transition to a futuristic theme, the common PLATO genesis is coincidental. A further PLATO FPS was the tank game
382:, the graphical perspective from outside of any character (but possibly focused on a character); some games such as 1426: 1244: 859: 279: 161: 1985: 1899: 1740: 1705: 1688: 1254: 996: 590: 426: 98: 1861: 1014:
for assassinating an enemy agent at long range using an unsteady sniper scope. The same year saw the release of
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combo that has become the standard means of control on personal computers. On consoles meanwhile, games like
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with a first-person 3D wireframe view. It allowed online multiplayer over the worldwide university-based
609:. The uncertainty about which was first stems from the lack of any accurate dates for the development of 523:
First-person perspectives are used in various different genres, including several distinct sub-genres of
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from Sirius Software. Not a shooter, it has smooth, arbitrary movement using what was later labeled a
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arcade game leaned entirely on action rather than tactics, but offered 3D color vector renderings of
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It is not clear exactly when the earliest FPS video game was created. There are two claimants,
1940: 1916: 1644: 1543: 1490: 1230:, and the game was responsible for the word's subsequent entry into the video gaming lexicon. 1202: 1141:
mode where two players compete against each other or up to four players compete in two teams.
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was limited to a grid based system where walls had to be orthogonal to each other, whereas
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In the late 1980s, interest in 3D first-person driving simulations resulted in games like
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resulted in similarly styled games from other developers and for other systems, including
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Flight simulators were a first-person staple for home computers beginning in 1979 with
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had been using first-person perspectives since the late 1960s, dating back to Kasco's
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for the Apple II. It went on to influence two major first-person games of the 1990s:
684: 638: 543:, which also typically employ a first-person perspective but move the player through 540: 536: 524: 446: 442: 183: 1283: 1269: 1158: 1056: 1011: 689: 677:
1979 saw the release of two first-person space combat games: the Exidy arcade game
571: 563: 458: 418: 410: 354:'s right hand firing their gun (bottom right) denotes the first-person perspective. 205: 173: 1814: 1243:
used a fully 3D polygonal graphics engine to render opponents, departing from the
555:. The most popular type of game to employ a first-person perspective today is the 464: 1638: 578:(1969). The use of first-person perspectives in driving video games date back to 27:
This article is about the visual perspective. For the narrative perspective, see
1518: 1295: 1164: 1108: 1103: 1046: 747: 737: 585: 559:(FPS), which allows player-guided navigation through a three-dimensional space. 234: 210: 188: 128: 1959: 964: 945: 931: 898: 811: 751: 703: 629:
was originally developed in the spring of 1974 with a documented debut at the
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First-person can be used as sole perspective in games belonging of almost any
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Other shooters with a first-person view from the early 1980s include Taito's
613:—even its developer cannot remember exactly. In contrast, the development of 1945: 1273: 1272:
allowing players to look from any angle, and helped formalize the mouse and
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Voorhees, Gerald (2014). "Chapter 31: Shooting". In Perron, Bernard (ed.).
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to speedily draw square corridors. It also offered a networked multiplayer
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has been considered the most important first-person shooter ever made.
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The Friendly Orange Glow: The Untold Story of the Rise of Cyberculture
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on a fixed path. Rail shooter and shooting gallery games that use
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for the Apple II the same year, Sega's stereoscopic arcade game
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where the player is locked into one of four orientations, like
668:, introduced in 1975, generally acknowledged as a precursor to 453:, although it has virtually been used in all genres, including 1222:'s levels, all of which had a flat-floor space and corridors. 1169: 1075: 1226:
allowed competitive matches between multiple players, termed
1054:-esque MS-DOS games appeared, each including a track editor: 617:
is much better documented and the dates are more certain.
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engine, giving it a visual fluidity seen in future games
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may be exaggerated in order to improve their visibility.
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series since 1996, and derived titles such as 1998's
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found a niche with first-person aerial combat games:
409:, the term has come to define a specific subgenre of 401:
helped define the format throughout the 1980s, while
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Gamers at Work: Stories Behind the Games People Play
1162:. Later in 1992, id improved the technology used in 1010:
featured first-person shooter levels and included a
962:was a major release for the new platforms, as were 487:Games with a first-person perspective are usually 468:First-person can be used for virtually any genre; 478:in first person, an unusual choice for the genre. 2056:"How WASD became the standard PC control system" 1427:"How Mirror's Edge fights simulation sickness" 1392: 1390: 1388: 1386: 913:. It was followed in 1983 by the split-screen 1483:The Routledge Companion to Video Game Studies 1098:. In 1991, Dactyl Nightmare appeared for the 321: 8: 891:, came the 1982 release of Paul Edelstein's 1336:Journal of Computer-Mediated Communication 328: 314: 36: 1347: 1153:Ultima Underworld II: Labyrinth of Worlds 633:the same year. The game is a rudimentary 1332:"What We Know About First Person Gaming" 531:, which evolved from early-21st-century 1397:Rollings, Andrew; Ernest Adams (2006). 1322: 1092:, and the fighting & shooting game 53: 2001:"The Greatest Games of All Time: Doom" 1627:, May 24, 2005. Retrieved Feb 16, 2009 1586: 1584: 1082:with a first-person perspective: the 7: 1643:. Knopf Doubleday Publishing Group. 1286:controls that have become the norm. 1147:Ultima Underworld: The Stygian Abyss 1137:for the mission mode and features a 34:Graphical perspective in video games 374:rendered from the viewpoint of the 347:S.T.A.L.K.E.R.: Shadow of Chernobyl 2034:"Importance of FPS In Video Games" 1060:from Spectrum Holobyte (1990) and 952:(communicating via the computer's 25: 1838:Duberman, David (February 1983). 1813:Brahm, Christopher (2018-04-02). 1664:Dutton, Fred (October 23, 2010). 295:List of text-based computer games 1521:. April–May 2017. pp. 26–7. 1453:Ashcraft, Brian (16 July 2008). 1349:10.1111/j.1083-6101.2009.01479.x 1181:The Elder Scrolls II: Daggerfall 386:do not belong to either format. 290:List of stereoscopic video games 40: 2032:Davar, Jenny (March 28, 2008). 1722:The Golden Age Arcade Historian 1637:Brian Dear (14 November 2017). 1455:"Mirror's Edge Motion Sickness" 1403:. Prentice Hall. Archived from 1621:Geek Trivia: First shots fired 1363:Ann, Tory (October 10, 2021). 535:and in turn late-20th-century 275:List of four-dimensional games 1: 1532:Ramsay, Morgan (2012-06-08). 1425:Miller, Ross (17 July 2008). 1282:from 2001, helped define the 395:first-person party-based RPGs 94:Isometric video game graphics 1666:"Atari revives Star Raiders" 1330:Weber, Rene (July 1, 2009). 1198:, to which it was a sequel. 1007:Golgo 13: Top Secret Episode 635:space flight simulation game 300:Category:Video game graphics 84:Full motion video based game 2054:Wilde, Tyler (2016-06-25). 1788:Jimmy, Maher (2012-01-23). 1400:Fundamentals of Game Design 1301:First-person shooter engine 1129:using a mounted positional 831:Amidst a flurry of faux-3D 620:The initial development of 240:First-person shooter engine 2101: 860:Escape from the Mindmaster 427:amateur flight simulations 69:2.5D & 3/4 perspective 26: 18:First person (video games) 1986:Killer List of Videogames 1900:Killer List of Videogames 1741:Killer List of Videogames 1706:Killer List of Videogames 1689:Killer List of Videogames 790:for the Apple II in 1984. 99:Side-scrolling video game 2080:First-person video games 1597:DigiBarn Computer Museum 1195:The Elder Scrolls: Arena 1066:from Broderbund (1991). 533:electro-mechanical games 474:(screenshot above) is a 431:combat flight simulators 1794:The Digital Antiquarian 1133:. It allows two-player 968:and the tank simulator 833:first-person maze games 750:and the surface of the 713:for Intellivision, and 399:first-person maze games 280:List of FMV-based games 104:Stereoscopic video game 1168:by adding support for 631:University of Illinois 529:Shooting gallery games 479: 423:shooting gallery games 355: 350:; the presence of the 89:Graphic adventure game 29:first-person narrative 987:Operation Thunderbolt 888:Dungeons of Daggorath 804:and followed up with 695:Atari 8-bit computers 467: 407:third-person shooters 403:first-person shooters 372:graphical perspective 343: 252:Virtual camera system 119:Tile-based video game 1961:Virtual Reality 1991 1489:. pp. 251–258. 1487:Taylor & Francis 1250:pitch, roll, and yaw 1135:cooperative gameplay 797:FS1 Flight Simulator 707:for the Atari 2600, 697:. The popularity of 557:first-person shooter 169:3D computer graphics 147:2D computer graphics 124:Top-down perspective 2085:Video game graphics 2013:on October 11, 2012 1563:Torchinsky, Jason. 956:ports). Sublogic's 922:The arrival of the 807:Flight Simulator II 625:(fully networked). 562:Electro-mechanical 384:interactive fiction 285:List of FPS engines 55:Video game graphics 49:Part of a series on 1879:Playing With Power 1862:"Capture the Flag" 1724:. August 28, 2015. 1371:on August 14, 2022 1306:Simulator sickness 1190:Bethesda Softworks 784:in 1983, and EA's 657:Castle Wolfenstein 553:light gun shooters 480: 439:driving simulators 415:light gun shooters 356: 344:A screenshot from 223:Real-time graphics 152:Parallax scrolling 1840:"Product Reviews" 1650:978-1-101-87156-0 1549:978-1-4302-3352-7 1284:dual analog stick 1045:arcade game from 977:In 1987, Taito's 930:in 1985, and the 872:3-D Monster Chase 825:F-15 Strike Eagle 655:, although as to 503:in some players. 338: 337: 218:Computer graphics 114:Third-person view 74:First-person view 16:(Redirected from 2092: 2064: 2063: 2051: 2045: 2044: 2042: 2040: 2029: 2023: 2022: 2020: 2018: 2009:. Archived from 1997: 1988: 1977: 1971: 1970: 1969: 1968: 1956: 1950: 1949: 1944:. Archived from 1932: 1926: 1925: 1920:. Archived from 1912:"Crossed Swords" 1908: 1902: 1891: 1885: 1876: 1870: 1869: 1858: 1852: 1851: 1835: 1829: 1828: 1826: 1825: 1810: 1804: 1803: 1801: 1800: 1785: 1779: 1778: 1767: 1761: 1760: 1749: 1743: 1732: 1726: 1725: 1714: 1708: 1697: 1691: 1680: 1674: 1673: 1661: 1655: 1654: 1634: 1628: 1617: 1611: 1610: 1605: 1603: 1588: 1579: 1578: 1576: 1575: 1560: 1554: 1553: 1529: 1523: 1522: 1507: 1501: 1500: 1478: 1472: 1471: 1469: 1467: 1450: 1444: 1443: 1441: 1439: 1422: 1416: 1415: 1413: 1412: 1394: 1381: 1380: 1378: 1376: 1367:. 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Index

First person (video games)
first-person narrative

Video game graphics
2.5D & 3/4 perspective
First-person view
Fixed 3D
Full motion video based game
Graphic adventure game
Isometric video game graphics
Side-scrolling video game
Stereoscopic video game
Text-based game
Third-person view
Tile-based video game
Top-down perspective
Vector game
2D computer graphics
Parallax scrolling
Pixel art
Sprite
3D computer graphics
3D rendering
Polygon
Pre-rendering
Cel shading
Skybox
Animation
Digitization
Rotoscoping

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