In video games, "
third-person" refers to a
graphical perspective rendered from a fixed distance behind and slightly above the player character. This viewpoint allows players to see a more strongly characterized
avatar and is most common in
action games and
action adventure games. Games with this perspective often make use of positional audio, where the volume of ambient sounds varies depending on the position of the avatar. There are primarily three types of third-person camera systems: the "fixed camera systems" in which the camera positions are set during the game creation; the "tracking camera systems" in which the camera simply follows the player's character; and the "interactive camera systems" that are under the player's control.
Fixed '' that aim at creating tension With a fixed camera system, the developers set the properties of the camera, such as its position, orientation or
field of view, during the game creation. The camera views will not change dynamically, so the same place will always be shown under the same set of views. Games that use fixed cameras include
Grim Fandango (1998) and the early
Resident Evil and
God of War games. One advantage of this camera system is that it allows the game designers to use the
language of film, creating mood through camerawork and selection of shots. Games that use this kind of technique are often praised for their cinematic qualities. Many games with fixed cameras use
tank controls, whereby players control character movement relative to the position of the
player character rather than the camera position; this allows the player to maintain direction when the camera angle changes.
Tracking Tracking cameras follows the characters from behind. The player does not control the camera in any way – they cannot for example rotate it or move it to a different position. This type of camera system was very common in early 3D games such as
Crash Bandicoot or
Tomb Raider since it is very simple to implement. However, there are a number of issues with it. In particular, if the current view is not suitable (either because it is occluded by an object, or because it is not showing what the player is interested in), it cannot be changed since the player does not control the camera. Sometimes this viewpoint causes difficulty when a character turns or stands face out against a wall. The camera may jerk or end up in awkward positions.
The Legend of Zelda: The Wind Waker was more successful at it -
IGN called the camera system "so smart that it rarely needs manual correction". One of the first games to offer an interactive camera system was
Super Mario 64. The game had two types of camera systems between which the player could switch at any time. The first one was a standard tracking camera system except that it was partly driven by
artificial intelligence. Indeed, the system was "aware" of the structure of the level and therefore could anticipate certain shots. For example, in the first level, when the path to the hill is about to turn left, the camera automatically starts looking towards the left too, thus anticipating the player's movements. The second type allows the player to control the camera relatively to
Mario's position. By pressing the left or right buttons, the camera rotates around Mario, while pressing up or down moves the camera closer or away from Mario. ==Implementation==