First-person (video games)
A perspective from the player character's viewpoint in video games.
First-person (also spelled first person) is a graphical perspective rendered from the viewpoint of the player character or from inside 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 third-person; some games such as interactive fiction do not belong to either format. First-person can be used as the sole perspective in games of almost any genre, and it has been integral to the development of first-person shooters (FPS), flight simulators, driving simulators, and many other genres.
- field
- Video game graphical perspective
- known_for
- Viewpoint from player character's eyes; used in FPS, flight sims, driving sims, and many other genres
- first_known_use
- Late 1960s (electro-mechanical racing games); 1973-1974 (earliest FPS claimants: Maze War and Spasim)
Lore & Background
The first-person perspective has origins in electro-mechanical racing games from the late 1960s, such as Kasco's Indy 500 (1969) and Chicago Coin's Speedway (1969). In driving video games, it dates back to Nürburgring 1 (1975) and Atari's Night Driver in 1976. The earliest first-person shooter (FPS) is disputed between Maze War (probably summer 1973) and Spasim (spring 1974), both developed before the term FPS existed. Maze War featured a single player traversing a maze with fixed perspective, later adding multiplayer shooting. Spasim was a rudimentary space flight simulation with a first-person 3D wireframe view and online multiplayer over the PLATO network. Futurewar (1976) is sometimes claimed as the first true FPS, including a vector gun and vector walls. Panther (1975) was a tank game precursor to Battlezone. 1979 saw Star Fire and Star Raiders, the latter influencing Wing Commander and X-Wing in the 1990s.
Reader's Guide
First-person perspective is significant because it defines the core experience of many major video game genres, most notably first-person shooters (FPS), which emerged as a popular genre in the 1990s. It allows for easier aiming due to the absence of an avatar blocking the view, but can cause motion sickness and make platform jumping difficult. The perspective does not require sophisticated avatar animations or manual camera control. It has been used in party-based RPGs, maze games, light gun shooters, rail shooters, flight simulators, driving simulators, dating sims, visual novels, immersive sims, walking sims, survival horror, and stealth games. The legacy of first-person perspective includes its role in the evolution of 3D graphics, from early wireframe and raycasting engines (e.g., Wayout in 1982, MIDI Maze in 1987) to modern FPS games. It remains a dominant viewpoint in gaming, with players expecting accurate object scaling, though key items may be exaggerated for visibility.
Did You Know?
- The earliest first-person shooter is disputed between Maze War (probably summer 1973) and Spasim (spring 1974).
- First-person electro-mechanical racing games date back to Kasco's Indy 500 in 1969 and Chicago Coin's Speedway in 1969.
- Futurewar (1976) by high-school students included a vector image of a gun and anticipated Doom.
- MIDI Maze (1987) used simple scaling and sprite-based enemies, not raycasting, and offered networked multiplayer deathmatch via MIDI ports.
Frequently Asked Questions
What is the first-person perspective in video games?
It is a camera angle that places the viewer directly at the player character's eyes, or inside a vehicle they are piloting. Rather than seeing the character from the outside, you experience the world exactly as that character would.
Which game genres rely on the first-person perspective?
It is a core element of first-person shooters, flight simulators, and racing or driving simulators, yet it can function as the exclusive viewpoint in nearly any genre. It stands as one of the two dominant camera conventions in modern gaming, alongside third-person.
When did the first-person perspective first appear in games?
Its earliest known use dates to the late 1960s in electro-mechanical racing cabinets. The 1973–1974 era produced the earliest recognized first-person shooter titles, including Maze War and Spasim.
How does first-person differ from third-person?
In first-person, the camera sits at the character's head or inside a controlled machine, so you never see the character's body. Third-person pulls the camera back to show the character from an external angle. Some text-based formats like interactive fiction do not map to either convention.
Why is the first-person perspective significant in game design?
It gave rise to the entire FPS genre and remains the backbone of simulation titles where immersion is paramount. By removing the visible character and placing you at eye level, it creates a stronger sense of being physically present in the game world.
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