Third-person shooter explained

Third-person shooter (TPS) is a subgenre of 3D shooter games in which the gameplay consists primarily of shooting. It is closely related to first-person shooters, but with the player character visible on-screen during play. While 2D shoot 'em up games also employ a third-person perspective, the TPS genre is distinguished by having the game presented with the player's avatar as a primary focus of the camera's view.

Definition

A third-person shooter is a game structured around shooting,[1] and in which the player can see the avatar on-screen in a third-person view.[1] [2] Third-person shooters are distinguished from other shooter games that may present the game from a third-person view such as shoot 'em ups, as the game is presented with the player's avatar as a primary focus of the camera's view.[3] Third-person shooters are analogous to first-person shooters in terms of immersion, but simply displace the camera from being at the eyes of the character to a point slightly above and behind them in most cases.[3] [4]

Design

It is a 3D genre that grew to prominence during the 2000s, especially on game consoles. It features shooter game elements, sometimes combining these with the jumping and climbing elements of puzzle-based games and brawlers. Third-person shooter games sometimes incorporate an aim-assist feature to compensate for the difficulty of aiming from a third-person camera. Many include some form of first-person view, which allows precise shooting and looking around at environment features that are otherwise hidden from the default camera. In early examples of the genre, the player would often be required to stand still to use first-person view, but newer titles allow the player to play like a FPS.

Relationship to first-person shooters

These games are closely related to first-person shooters, which also tie the perspective of the player to an avatar,[5] distinguished only in a minor change of position of the player camera.[6] While the first-person perspective allows players to aim and shoot without their avatar blocking their view,[5] the third-person shooter shows the protagonist from an "over the shoulder shot" or "behind the back" perspective.[7] Thus, the third-person perspective allows the game designer to create a more strongly characterized avatar[5] and directs the player's attention as in watching a film. In contrast, a first-person perspective provides the player with greater immersion into the game universe.[8]

Third-person shooters allow players to see the area surrounding the avatar more clearly.[5] This viewpoint facilitates more interaction between the character and their surrounding environment, such as the use of a tactical system in Gears of War,[9] or navigating tight quarters.[10] As such, the third-person perspective is better for interacting with objects in the game world, such as jumping on platforms, engaging in close combat, or driving a vehicle. However, the third-person perspective can interfere with tasks that require fine aiming.[11]

Third-person shooters sometimes compensate for their distinct perspective by designing larger, more spacious environments than first-person shooters.[12]

The boundaries between third-person and first-person shooters are not always clear. For example, many third-person shooters allow the player to use a first-person viewpoint for challenges that require precise aiming, while others simply allow a player to freely switch between first and third-person perspectives at will.[5] The first-person shooter was actually designed as a third-person shooter, but added a first-person perspective to improve the interface for aiming and shooting.[13] The game switches to a third-person viewpoint when the avatar is piloting a vehicle,[5] and this combination of first-person for aiming and third-person for driving has since been used in other games.[14] Metroid Prime is another first-person shooter that switches to a third-person perspective when rolling around the environment using the morph ball.[15] Many games in the genre such as the ARMA series and its descendants (including the popular battle-royale shooter PUBG) allow players to freely transition between first and third-person perspectives at will.

Alexander R. Galloway writes that the "real-time, over-the-shoulder tracking shots of Gus Van Sant's Elephant evoke third-person shooter games like Max Payne, a close cousin of the FPS".[16]

History

2D and pseudo-3D shooters

2D third-person shooters have existed since the earliest days of video games, dating back to Spacewar! (1962);[17] third-person perspective shooting is also featured in its clones, Galaxy Game (1971) and Computer Space (1971).[18] Arcade shooters with a 3D third-person perspective include Nintendo's Radar Scope (1979),[19] Atari's Tempest (1981),[20] Nihon Bussan's Tube Panic (1983),[21] Sega's Space Harrier (1985),[22] Atari's Xybots (1987),[23] and Square's 3-D WorldRunner (1987).[24] and JJ (1987)[25] Third-person shooters for home computers include Dan Gorlin's Airheart (1986)[26] and Paul Norman's Beyond Forbidden Forest (1986).[27]

Konami's run & gun shooter Contra (1987) featured several third-person shooter levels where the player trudges through indoor enemy bases.[28] Konami's Devastators (1988)[29] is a third-person shooter[30] where, rather than moving forward automatically, the player walks forward by holding the Up direction, as the background slowly scales toward the screen. Devastators also featured various obstacles that could be used to take cover from enemy fire,[29] as well as two-player cooperative gameplay. A similar shooter released that same year was Cabal (1988),[31] which inspired many of its own "Cabal clones," such as NAM-1975 (1990) and Wild Guns (1994).[32] Kurt Kalata of Hardcore Gaming 101 cites Sega's Last Survivor (1988), released for arcades and then ported to the FM Towns and FM Towns Marty, featuring eight-player deathmatch. He notes that it has a perspective and split-screen similar to Xybots, but with entirely different gameplay and controls.[33]

3D polygon shooters

In 1993, Namco released a two-player competitive 3D third-person shooter vehicle combat game, Cyber Sled.[34] A year later, Elite Systems Ltd. released Virtuoso on the 3DO. This was an early example of a home console third-person shooter which featured a human protagonist on-foot, as opposed to controlling a vehicle, and made use of polygonal 3D graphics along with sprites in a 3D environment.[35] Fade to Black (1995) was also a fully 3D third-person shooter released around this time, but as well as featuring an on-foot protagonist rather than a vehicle, utilised entirely polygonal 3D graphics.[36]

Tomb Raider (1996) by Eidos Interactive (now Square Enix Europe) is claimed by some commentators as a third-person shooter,[37] [38] [39] [40] [41] and Jonathan S. Harbour of the University of Advancing Technology argues that it's "largely responsible for the popularity of this genre".[38] Other commentators have considered it influential on later third person shooters such as BloodRayne (2002),[39] The Contra Adventure (1998),[42] MDK (1997),[43] (1998),[44] Burning Rangers (1998),[45] and (2000).[41] The game eschewed the popular first person perspective of games such as Doom, instead making use of "third person" viewpoints, wide 3D environments and a control system inspired by Prince of Persia.[7] [46] Mega Man Legends (1997) by Capcom is another early 3D third person shooter which took a different approach to the genre, mixing this with a role-playing game influence. Around the same time, Deathtrap Dungeon (1998) by Eidos Interactive and MediEvil (1998) by SCE Studio Cambridge (then Millennium Interactive) were some of the first 3D games in the genre to include third person shooter influences in a fantasy setting, with fictional or alternative weapons achieving the same effect as a gun for the player. Die Hard Trilogy (1998) by Fox Interactive was met with critical acclaim at the time of its release,[47] [48] and the section of the game based around the first Die Hard film in the trilogy was another early take on a 3D third person shooter.Syphon Filter (1999) by Eidetic (now Bend Studio) combined the perspective of Tomb Raider with action elements of games such as GoldenEye 007 (1997) and Metal Gear Solid (1998).[49] Richard Rouse III wrote in Game Developer that the game was the most popular third person shooter for the PlayStation.[50] The Nintendo 64 version of by The 3DO Company was released the same year as Syphon Filter, and is an early example of a popular third person shooter which introduced the player being allowed to control aiming of their weapon themselves by means of two control sticks. In Tomb Raider and Syphon Filter, on the other hand, the protagonists automatically aimed at antagonists.[7] [50] Forcing or allowing the player to control aiming themselves, either using control sticks or a mouse, would go on to become commonplace in later games in the genre, such as Oni (2001), Max Payne (2001) and SOCOM (2002).[50] Max Payne (2001) was acclaimed as a superlative third person shooter, inspired by Hong Kong action cinema.[51] Several platform games with third-person shooter elements were also released during that time; examples included Ratchet & Clank and most of the games in the Jak and Daxter series, both of which were designed for younger audiences than most third-person shooters.

Resident Evil 4 (2005) was influential in helping to redefine the third-person shooter genre,[52] with its use of "over the shoulder" offset camera angles, where the camera is placed directly over the right shoulder and therefore doesn't obscure the action.[53] An important gameplay mechanic that helped revolutionize third-person shooters in the past decade was the cover system. Koei's WinBack (1999)[54] has a cover system. Kill Switch (2003) features the cover system as its core game mechanic,[55] along with a blind fire mechanic.[56] Gears of War (2006) employed tactical elements such as taking cover,[57] influenced by Kill Switch,[58] using off-center viewpoints inspired by Resident Evil 4. The game also employed grittier themes than other titles and used a unique feature which rewarded the player for correctly reloading weapons.[59] Gears of War, as well as games such as Army of Two (2008), place a greater emphasis on two player cooperative play,[60] as does Resident Evil 5 (2009).[61] [62] As of 2009, the third-person shooter genre has a large audience outside Japan, particularly in North America.[63] Vanquish (2010) by PlatinumGames featured a gameplay style reminiscent of bullet hell shooters, with bullets and missiles coming from all directions.[64]

The third-person shooter genre is still quite popular in contemporary gaming circles. In 2012, Rockstar Games released Max Payne 3, which was praised for its refined gameplay. In 2015, Nintendo published multiplayer third-person shooter game Splatoon for the Wii U, which was followed by two sequels for Nintendo Switch in 2017 and 2022 respectively, with Splatoon 2 being one of the console's highest selling games and Splatoon 3 becoming one of the fastest selling Switch games. In the late 2010s, the third-person shooter battle royale game Fortnite Battle Royale saw huge popularity. The survival horror games Resident Evil 2 and were remade in 2019 and 2020 respectively, featuring third-person shooter gameplay similar to Resident Evil 4.

See also

Notes and References

  1. Nate Garrets, The Meaning and Culture of Grand Theft Auto: critical essays (McFarland, 2006), 159.
  2. Anne-Marie Schreiner, "Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games " Leonardo Journal, Vol. 34, No. 3 (2001): 222.
  3. Book: Voorhees, Gerald . The Routledge Companion to Video Game Studies . Bernard . Peron . . 2014 . 978-1-136-29050-3 . Chapter 31: Shooting . 251–258 .
  4. Web site: Know Your Genres: Third-Person Shooters . news.xbox.com. 9 October 2015. en-US. 24 July 2018.
  5. Book: Rollings, Andrew. Ernest Adams . Fundamentals of Game Design. Prentice Hall. 2006.
  6. Geddes, Ryan, Beyond Gears of War 2, IGN, 30 September 2008, Accessed 2 April 2009
  7. Blache, Fabian & Fielder, Lauren, History of Tomb Raider, GameSpot, Accessed 1 April 2009
  8. Hutcheon, Linda, A Theory of Adaptation (CRC Press, 2006), pp. 55-56
  9. Web site: 'Gears of War' is next-gen at its best . https://web.archive.org/web/20150219185507/http://www.nbcnews.com/id/15644342/ . dead . 19 February 2015 . Levi Buchanan . NBC News . 10 November 2006 . 2 March 2009 .
  10. Web site: SOCOM: US Navy Seals (PlayStation 2) . Ryan Donald . 27 August 2002 . 2 April 2009 . CNET .
  11. Book: Charles River Media . 2002 . Game Design Perspectives . François Dominic Laramée . 978-1-58450-090-2 .
  12. Web site: Määttä . Aki . GDC 2002: Realistic Level Design in Max Payne . . 8 May 2002 . 6 April 2009 .
  13. Web site: Halo Move to First-Person Shooter Confirmed . Inside Mac Games . 15 March 2001 . 2 April 2009 .
  14. Web site: Star Wars: Battlefront (PC) . Sal Accardo . 24 September 2004 . GameSpy . 2 April 2009 .
  15. Web site: Metroid Prime Review . Louis Bedigian . 23 November 2002 . 2 April 2009 . GameZone . https://web.archive.org/web/20090604220034/http://gamecube.gamezone.com/gzreviews/r18021.htm . 4 June 2009 .
  16. [Alexander R. Galloway]
  17. Book: Jones. Steven E.. The Meaning of Video Games: Gaming and Textual Strategies. 2008. Routledge. 978-1-135-90218-6. 83–84. en . Clearly this early third-person shooter [''Spacewar''] paved the way for the FPS proper. The rockets are drawn on the screen against a 2-D backdrop of stars..
  18. Book: Voorhees. Gerald A.. Call. Joshua. Whitlock. Katie. Guns, Grenades, and Grunts: First-Person Shooter Games. 2015. . 978-1-4411-9144-1. en. "Some of the earliest video games, such as the mainframe game Spacewar! (1962) and commercial games based on it like Galaxy Game (1971) and Computer Space (1971) also involved shooting . . . [T]hese games featured shooting from a third-person perspective.".
  19. Book: Stanton. Rich. A Brief History Of Video Games: From Atari to Xbox One. 2015. Little, Brown Book Group, Hachette Book Group. 978-1-4721-1881-3. 114. en. Radar Scope owed much to the popularity of Space Invaders and Galaxian, but nevertheless felt original thanks to its 3D third-person perspective..
  20. Therrien . Carl . Dec 2015 . Inspecting Video Game Historiography Through Critical Lens: Etymology of the First-Person Shooter Genre . Game Studies . 15 . 2 . 16 October 2017 . "[''Tempest''] corresponds to a third-person shooter, by contemporary standards.".
  21. Web site: Tube Panic. https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=32709. 1 January 2014. AllGame.
  22. Web site: Top 10 Sega Franchises That Deserve Platinum Treatment . GameZone.com . 10 October 2010 . 25 March 2018 . live . https://web.archive.org/web/20101010142434/http://www.gamezone.com/editorials/item/sega_franchises_that_deserve_the_platinum_games_treatment/. 10 October 2010.
  23. Web site: Xybots. https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=11604. 1 January 2014. AllGame.
  24. Web site: 3-D WorldRunner. https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=1136. 1 January 2014. AllGame.
  25. Web site: JJ: Tobidase Daisakusen Part II. https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=14936. 1 January 2014. AllGame.
  26. Web site: Airheart. https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=40637. 1 January 2014. AllGame.
  27. Web site: Beyond Forbidden Forest. https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=3023. 1 January 2014. AllGame.
  28. https://web.archive.org/web/20071023201005/http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=260 Game of The Week: Contra
  29. Kurt Kalata, Konami Run 'n Guns, Hardcore Gaming 101
  30. Web site: Devastators. https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=9910. 1 January 2014. AllGame.
  31. Web site: Hardcore Gaming 101: Cabal / Blood Bros.. hg101.kontek.net. 26 December 2018.
  32. Web site: Wild Guns. Hardcore Gaming 101. 24 April 2012.
  33. Web site: Hardcore Gaming 101: Last Survivor. hg101.kontek.net. 26 December 2018.
  34. Web site: Cyber Sled. https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=9856. 1 January 2014. AllGame.
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  36. News: Dominguez. James. Deadlight, an unsatisfying flashback. Sydney Morning Herald. 22 August 2012. "Even Flashback's own sequel, Fade to Black, was a fully 3D third-person shooter." .
  37. Anne-Marie Schleiner, "Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games " Leonardo Journal, Vol. 34, No. 3 (2001): 222.
  38. Jonathan S. Harbour, Microsoft Visual Basic game programming with DirectX 2002
  39. Peter Cohen, "Bring out the big guns.(The Game Room)", MacWorld, 1 September 2003
  40. Dickey, Christopher; Scanlan, Marc; Lee, B. J. "Let the Games Begin.(World Cyber Games 2001)", Newsweek International, 24 December 2001
  41. REVIEWS: PC. Computer and Video Games. 13 August 2001. 4 August 2009.
  42. Bobba Fatt, The Contra Adventure, GamePro, 9 January 2004, Accessed 4 August 2009
  43. Web site: MDK Review. Jeff. Sengstack. 6 May 1997. gamespot.com. 25 March 2018.
  44. Web site: Duke Nukem: Time to Kill (1998) PlayStation review - MobyGames. MobyGames. 25 March 2018.
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  46. Book: Poole, Steven . Trigger Happy . Steven Poole . 2000 . Arcade Publishing . New York . 1-55970-539-6 . 30 .
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  48. Web site: Die Hard Trilogy. IGN Staff. 21 November 1996. ign.com. 25 March 2018.
  49. Gerstmann, Jeff, Syphon Filter Review, GameSpot, 12 February 1999, Accessed 1 April 2009
  50. Web site: Rouse . Richard III . Postmortem: The Game Design of Surreal's The Suffering . . 9 June 2004 . 1 April 2009 .
  51. Kasavin, Greg, Max Payne Review, GameSpot, 11 December 2001, Accessed 2 April 2009
  52. Web site: Decade in Review: The most influential video games since Y2K. 30 December 2009. Daniel Kaszor. The National Post. 24 January 2010. https://archive.today/20100609234921/http://network.nationalpost.com/np/blogs/theampersand/archive/2009/12/30/370674.aspx. 9 June 2010.
  53. Web site: Dobson . Jason . Post-GDC: Cliff Bleszinski Says Iteration Won Gears of War . . 12 March 2007 . 2 April 2009 .
  54. Brian Ashcraft, How Cover Shaped Gaming's Last Decade, Kotaku
  55. http://www.play-mag.co.uk/opinion/why-vanquish-will-make-gears-of-war-obsolete/ Why Vanquish will make Gears Of War obsolete
  56. Web site: Articles. https://web.archive.org/web/20120511231436/http://www.ign.com/articles. 11 May 2012. IGN. 25 March 2018.
  57. Marc Saltzman, "Microsoft turns out gorgeous, gory shooter with 'Gears of War'," USA Today (30 November 2006).
  58. News: GameSpot - GDC 07: Cliffy B disassembles Gears, mentions sequel. Gamespot. 5 July 2007.
  59. Web site: Adams . Ernest . The Designer's Notebook: Ten Years Of Great Games . 26 November 2007 . 6 April 2009 . .
  60. Web site: Ocampo . Jason . Lock and Load: Upcoming Military Shooters of 2007 . https://archive.today/20120719155121/http://uk.gamespot.com/features/6176029/index.html?tag=result;title;0 . dead . 2012-07-19 . GameSpot . 4 August 2007 . 1 April 2009 .
  61. Faylor, Chris & Breckon, Nick, Resident Evil 5 to Sport 2P Co-op, Cover System (22 May 2008), Shacknews, Retrieved on 22 May 2008.
  62. Web site: TGS 2008: Resident Evil 5 Goes Split Screen. John. Tanaka. 9 October 2008. ign.com. 25 March 2018.
  63. Web site: Nutt . Christian . That Tecmo Flavor: Kikuchi And Shibata On Surprising The Audience. . 8 January 2009 . 1 April 2009 .
  64. http://www.torontosun.com/tech/games/2011/01/06/16781371.html Vanquish an intense sci-fi shooter