Are you an EPFL student looking for a semester project?
Work with us on data science and visualisation projects, and deploy your project as an app on top of Graph Search.
In video games, first person is any graphical perspective rendered from the viewpoint of the player's character, or a viewpoint from the cockpit or front seat of a vehicle driven by the character. The most popular type of first-person video game today is the first-person shooter (FPS), in which the graphical perspective is an integral component of the gameplay. Many other genres incorporate first-person perspectives, including other types of shooter games (such as light gun shooters, rail shooters and shooting gallery games), adventure games (including visual novels), amateur flight simulations (including combat flight simulators), racing games (including driving simulators), role-playing video games, and vehicle simulations (including sailing simulators and vehicular combat games). Games with a first-person perspective are usually avatar-based, wherein the game displays what the player's avatar would see with the avatar's own eyes. Thus, players typically 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; and 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. 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 third-person perspective. A first-person perspective allows for easier aiming, since there is no representation of the avatar to block the player's view. However, the absence of an avatar can make it difficult to master the timing and distances required to jump between platforms, and may cause motion sickness in some players. Players have come to expect first-person games to accurately scale objects to appropriate sizes, although the key objects such as dropped items or levers may be exaggerated in order to improve their visibility.
Ronan Boulic, Bruno Herbelin, Loën Boban
Davide Scaramuzza, Christian Pfeiffer, Leyla Loued-Khenissi
, , ,