Adam Ruch is a PhD candidate, currently writing about Video Games Criticism. He is, by most measure, a pretty smart guy! So when he emailed me asking if he could write a post about the first and third person video games, and the different ways in which they can immerse the player, I thought ‘have at it old bean’. This piece is meant to inspire debate: which do you find more immersive – first or third person games?
First or Third Person – What’s Your Perspective?
Bethesda’s Fallout 3 is one of those monumental titles that happened to be released during my WoW days, meaning I only even registered its existence about two years ago. I tried it out back then, and only just made it to Megaton before abandoning it. Two years and a very cheap Bethesda Steam bundle later I tried it out again. This time I made it as far as Galaxy News Radio in two or three play sessions. Now I struggle to come up with a single aspect of Fallout 3 that I actually like.
This article is the result of a nagging concern regarding one aspect of the game that I floated on Facebook as an invitation to discuss. What I wrote was: “Putting this out there that I think my ‘immersion’ and/or level of empathy with my character is higher in a third-person game than a first person game because I can recognise the motion of the body when I can see it than when I appear to be a floating camera-without-body skimming smoothly over the surface of the gameworld. This is opposite to the common wisdom that gets peddled in game theory.” After the discussion, I have a better understanding of my own position, and of the ‘common wisdom’ that some of my friends also supported.
My issue lies somewhere in between the concept of immersion and character-identification, which aren’t exactly the same thing. The two are related, and reinforce each other, but can also operate independently and in different ways. The first way, the ‘common wisdom’ is repeated in game design manuals and states that first-person perspective is more immersive and makes the player feel more like they are the character in the game.
First-person immersion seems to rely on a concept of self-transporation from the ordinary world into the gameworld. So the player of the FP game is injected into the gameworld as the non-character within the fiction. The player-character is a digital shell that requires the player to inhabit in order to become a complete (fictional) entity. This is certainly the case for a Fallout 3-style RPG when there is no pre-existing character to speak of. The player literally builds up its characteristics and personality as they go. But the important key is that the player-character is not a ‘character’ in the normal sense of the word. Instead it is transparent, more like part of the interface like the keyboard and mouse which allows the human player to act within the digital realm. So in this respect, the player is not engaged with the character at all, but with everything else in the gameworld.
From this perspective, we can’t actually say that there is any character called Gordon Freeman. That is simply the name of the subroutine that turns mouse motions into camera tracking and panning, clicks into gunshots, etc. The entity that shoots baddies and solves physics puzzles is the player. Directly. I find this a strange and incomplete perspective. I, Adam, PhD student, would not make a very good space marine or theoretical physicist. We are all already and always play-acting as someone else in gameworlds. Despite what the interface tells you, you are not there. Very little of who and what you-the-player are is an asset in videogames, especially the apocalyptic space marine variety. To survive that, I, we, have to become someone else. Which brings me to my rebuttal of this common wisdom.
Lately I’ve played many more third-person action games (on consoles) than first-person games (console or PC). I also find I respond better to these. Through the discussion I mentioned earlier, I have reasoned that this is due to my awareness of my role-play, my desire to role-play. I actually don’t want to be “me” in gameworlds, because “me” wouldn’t do very well there. I actually want to be someone else.
Without any hard empirical data to back this up, I’d suggest that far more fiction exists describing the average third-person player-character than describing an average first-person character. There is, at least, a constant reminder to the player what the character looks like and how s/he moves. This is fairly important to a character like Ezio Auditore, and perhaps less so for Niko Bellic. In either case, I still know more about them as individual human beings than I do Gordon Freeman, simply from camera angle. To me, this (pardon the pun) fleshing out of the character’s body is one of many important ways we are able to create more convincing fictional characters in games. My original proposal is that we are already pretending to be someone else in a videogame, so all the better to know more about that role we are assuming.
The corporeality of human existence fades from view almost entirely in a first person game (see some exceptions below). In Quake 3, Unreal Tournament, and most other FPS titles, the designer and player are both allowed to forget about how a human body moves. This enables inhuman strafing and spinning based more on mouse sensitivity than on footwork. In Fallout 3, I glide across as torn landscape with the fluidity of a hockey puck on the ice. Compare this with the lumbering physicality of Marcus Fenix’s “roadie run.” His is an almost primal physicality, connecting him to the terrain. We feel heavier as Fenix than as Ezio, and even the assassin (or Cole from inFamous) does not glide effortlessly over rooftops. We see him place every footfall and handhold, making the traversal of the architecture mean something.
Those that support the first-person immersion view contend that this third-person perspective distances them from the character, reducing the experience to puppeteering. This is a fine and obvious metaphor, visually and physically. I prefer a different one, though: theatrical role play. The more I know of a character, the more I am able to become him (and now I take on the same metaphor of immersion and identification). This is how actors take on a role as well. To argue that a player cannot ‘become’ Ezio, Fenix or Niko because they are physically visible is analogous to arguing that an actor cannot ‘become’ Hamlet because there is a script for him to speak and stage notes describing what he should do.
If you are the actor, there is no other Hamlet aside from the one you are playing on stage. Though obviously you-as-Hamlet can’t see yourself from behind, this informative description was imparted to you before show time while studying the script and carefully rehearsing the role. Perhaps if the first-person game encouraged me to go to such lengths, I would experience a similar level of empathy for that invisible character. To do this, however, that character would not be the same blank-slate described earlier.
So the perspective is linked to a concept of empty vessel/complete character. The first-person character is never you but merely a make-believe character you are improvising as you go. In third-person games, that character is deeper for a number of reasons in a number of ways, which makes inhabiting their lives a more compelling experience for me. This doesn’t explain everything I dislike, or rather find missing, in Fallout 3, but the hollowness of my character is certainly a contributing factor. That might paint me as a less creative, expressive individual, but I challenge anyone’s ability to be creative while in the shoes of a Call of Duty or Halo character.
Thanks to: James, Patrick, Cass, Ben and of course Krystal for your thoughts on this.
What’s your view? Do you prefer first person games or third person? Let us know in the comments below.


















Ahtaps
Monday, April 18, 2011 at 6:42 PMGameplay advantages/disadvantages aside, both perspectives in the right context are immersive for me. Actually, a good combination of the two works best for me at keeping me immersed.
While I see the point in the argument that in first person *you* are the character, eventually the game will force you to do what it wants and it’s no longer up to you to be the character, you have to concede that you are still audience to someone else’s life. If you read a first person narrative in a novel, you are not the character despite using words like “I”, and “My”. You are living someone else’s story through their eyes.
Thus I always look at every game (with a few exceptions) as though I am journeying with someone else, seeing the world through their eyes. Acting as the Jiminy Cricket that is their conscience. Third person is better for this because you see the effects your choices have on the character rather than just a grunt and red flash, but first person gives you a better “Through their eyes” view of the world.
James
Monday, April 18, 2011 at 7:37 PMI guess one problem I’ve found with many 1st person games is that it feels like you are playing with blinkers on.
While I generally focus on what is ahead of me in real life, I’ve got some idea of what is around me from small eye movements and actual conscious head movements. While 3rd person games expand that peripheral vision far beyond what you have in reality, I prefer that view to the claustrophobic view found in most 1st person titles.
I don’t hate all 1st person games though. One I enjoyed in particular was Mirror’s Edge. The way the camera moved as your character moved made it feel quite different to other FPS games I had played.
warcroft
Monday, April 18, 2011 at 8:12 PMI always, and have always, played racers from bumper view. Like Im lying on the bonnet of the car.
FatShady MBA
Tuesday, April 19, 2011 at 12:10 AMI think I got into fallout 3 so much because I did play it from my own perspective. I imagined it was me all the way through. The decisions had weight and I was affected emotionally by each decision. I think FP was right for this game. I have however played GTA/RDR and felt the 3rd person perspective made you connect more.
In short I don’t prefer either. I think the choice should be made on a game by game basis. I think that the story and decisions you make, if they truly impact the game world will immerse you in the game.
hristinho18
Tuesday, April 19, 2011 at 7:43 AMMaybe its time for a Second-Person narrative game.
doubleDizz
Tuesday, April 19, 2011 at 10:55 AMif you ever held the “B” button (360) down when driving a car in GTA:IV, then you’ve already played a second-person perspective game…
James
Tuesday, April 19, 2011 at 2:52 PMGod of War 3 had a second person perspective scene at the end of one of the boss battles. As Kratos is finishing off the boss, you see the world from the victim’s eyes as he is beaten to death.
It worked for that short controlled section of the game, but I don’t think basing an entire game on that perspective would be that fun.
Data-Cain
Tuesday, April 19, 2011 at 9:34 AMGreat bias article!
I’m a first person guy, but I happily enjoy 3rd person as well. I think it’s down to the game and how the view has been implemented.
I found CoD Single player to be very immersive.
I have no attachment to character in multiplayer CoD – but that is not the point of multi CoD?
os42
Tuesday, April 19, 2011 at 11:29 AMPersonally, I find that I empathise more with a character in third-person games, tho as for immersion, not really sure. In third person games, I immerse myself in their story, not really enjoying being that person, but enjoying the story about the character – the fact that I’m controlling them like a puppet is immaterial, and akin to turning pages in a book, in that it’s just a method of progressing that story. Because of this, I find that I treat third-person and first-person games differently: third-person casts me in a “guardian angel” style role, whereas first-person casts me in the role of the character themselves.
All I need to enjoy a first-person game is either evidence that my character isn’t just a silent muppet (such as the character development / dialogue / visible reflections of Jackie in The Darkness), is more than a floating camera (such as the camerawork for Mirror’s Edge), or just a living world with stuff to do and places to explore (a la Oblivion). If there’s nothing to distract me from the fact that I’m a floating camera, then I quickly lose interest. That’s one reason why it was extremely difficult to get through Fallout 3 – the world was empty, your character was a puppet with no personality, and you glided over the ground like oil on water – hardly an engaging or immersive environment.
Jimu Hsien
Tuesday, April 19, 2011 at 3:48 PMI always thought that because I played with toys as a kid that I liked to do the same in games. If that makes sense.
I can play either way and have just as much fun, depends more on the gameplay for me. Not the type of gameplay, but how much fun I’m having. More fun = more immersion.
A true PC gamer.
Tuesday, April 26, 2011 at 7:34 PMMark, are you totally insane? Do you realize that you picked a game that lets you switch between first/third person? In fact the third person view can be zoomed in out of for a total degree of control and “immersion”. And I thought I was mad. You’re just bonkers.
PS: Please don’t pretend. Go back to WoW.
A true PC gamer.
Friday, April 29, 2011 at 7:59 PMMark, can you reply? I’d like to reiterate, correct me if I’m wrong. You write about how games are better (for you) in third person. You mention Fallout 3 and use it as an example of when you bemoan about the FPS view. Whilst I have no particular view about which is better –I like both under appropriate circumstances– I’m perplexed that you didn’t realize (or did you?) that this game can switch between both view types. To use Fallout 3 as an example in the way you did is just wrong. If you prefer the FPS “full screen” view with Fallout 3 you get that. If you prefer a third person view, with Fallout 3 you get that — and unlike most games that lock you into a set distance, with Fallout 3 you can zoom in/out for the ultimate third person perspective.
Mark Serrels
Saturday, April 30, 2011 at 12:10 AMThis was a guest post!
Lou Graziani
Saturday, April 30, 2011 at 12:00 AMI think you’ve got some valid points, but partially that is because FPS games often put less emphasis on your character. Think of all of the games where you are climbing a ladder only to look down and not see your own body? Is Gordon Freeman invisible? No, they just didnt worry about the depiction of the player…
Judging distances is an important part of life that we do automatically. I know how far I need to reach my arm to touch a door knob or jump across a hole. Judging these things is often harder in a game from the First Person Perspective.
A friend and I were just talking about Jurassic park trespasser. It was one of the first FPS games to actually show your character when you looked at your feet. And it was really immersible, even if it was not a great game.
I dont know if it would be fun, but I’d love to try playing Mass Effect or Assassin’s Creed from a FPS perspective.
Griffith Feeney-Kleinfeldt
Saturday, April 30, 2011 at 10:24 AMYour basic point about being able to actually see the body movement of the 3rd person character reminded me of a concept in neuroscience:
http://en.wikipedia.org/wiki/Mirror_neuron
The idea is that by merely observing a physical action, the brain transposes that action as if the observer himself were doing it (and by doing so, achieves a level of understanding that would otherwise be unavailable).
When I first read about this I never considered the idea of it applying to artificial characters, but the preference you describe above supports this notion.
Lance Burkett
Sunday, May 1, 2011 at 11:40 AMI think that immersion lies more in the actions of the player character than the portrayal of the player character. The games that I find to be more immersive are the ones where the player’s input corresponds to the character’s actions and where the player recognizes those actions as their own.
Amnesia, Penumbra and even Indigo Prophecy synchronize the player’s movement of the mouse or joystick with the movement of the player character.
I agree with the idea of the player character not actually being an independent character, but simply an interface for the player. But these interfaces and utilities can be used to portray the character and not just as a player surrogate. Indigo Prophecy uses interface metaphors to flesh out the characters, one of the most noteworthy would be the Underground Archive level.
Josh Bayes
Sunday, May 1, 2011 at 8:43 PMGames that manage to acknowledge the fact that the player should have a body get my respect. IIRC the first game to let you see your own feet was Tribes; since then one of the first things I do in any FPS is look straight down, to see what sort of attitude the designers have. The best example I can recall was FEAR, which not only did that but also had an excellent lighting/shadow system. I remember testing it out by positioning myself in front of a light and firing a pistol shot; sure enough, on my shadow the pistol’s slide visibly recoiled. I was really impressed, and I think that, combined with the sense of movement, may have been contributory to my huge enjoyment of the game. Far Cry 2 also impressed me with the viscerality of its bullet-removal etc. animations, and the fact that when you go to the gun storeroom, you physically pick new guns off the walls, rather than magically acquiring them with a metallic sound effect, although I don’t think you can see your feet.
Movement, I think, is really important for immersion. Not all FPS games ‘feel’ or ‘move’ the same; I don’t think the vocabulary actually exists to describe this, so I can only say that movement in, for instance, Half-life engine games is much more fluid and immersive than in Battlefield games. Correspondingly, I find that half-life based games and mods are still considerably more immersive on a moment-to-moment level than Battlefield, even though Battlefield games have developed much further technically. Weapon handling is much the same; if I feel as if the gun I’m pointing and shooting is behaving plausibly, I’m much more likely to get into the game.
Fallout 3 seems a very curious choice to dislike for its player perspective, given that it is the single best implementation I know of a game that is eminently playable from both first- and third-person perspectives. My own experience of Fallout 3, which I absolutely loved, was one of third person exploration and first person combat. Any time I felt I was relatively safe, I went into third person and enjoyed the sense of Yuno (my character – it wasn’t me in the game, it was her, and I was simply acting as Yuno’s autonomic nervous system and conscience) being in the world; this is why I reskinned her armour and constructed her a pretty dress. Any time I found myself in danger, I switched to first person. As a result, I’m immensely fond both of Fallout 3 and also Yuno herself; I can’t bring myself to replay it differently with a new character because Yuno and Fallout 3 are inextricably linked. I just finished Mass Effect 2 yesterday, and I feel much the same about Odokumi Shepard.
But for all that, I’m not immersed, in the sense that I’m there, in that place, doing that. That is Yuno’s gig, or Odokumi Shepard’s gig. I’m just directing – it’s analogous to watching a film or TV series, except I’m making it as I go. All singleplayer gaming is like that, in my opinion. That’s not how I think, how I speak, how I move. But multiplayer…I only play FPS multiplayer, and there, it’s quite definitely me. I’m really picky about my multiplayer games, and I tend to stick with the ones that execute movement and guns best.
Jaded American Gamer
Monday, May 2, 2011 at 2:05 AMThanks for this most excellent read and discussion! Having played many videogames over the years I’ve contemplated this same phenomenon many times. However, I was most strongly reminded of it recently after playing a pair of drastically different RPGs back to back. The first was The Witcher, in which you play an extremely well defined character–Geralt of Rivia. Through a combination of movie-style cutscenes, narrated concept-art slide shows, fluidly animated combat segments and character discussions, you are firmly aware of the character that you are directing, and the legendary sense of purpose that he has in the game world. The game is entirely third person, but it is made no less immersive by that fact. You, the player, still get to decide how to approach combat, how to treat the other characters, and make crucial decisions that impact the story. The fact that your character is well defined then makes all of those actions “feel” more meaningful.
Conversely, the next game that I tried to play was the Elder Scrolls IV: Oblivion (which, mechanically, is very similar to Fallout 3). The game starts with absolutely no character definition. You’re simply “some random guy” in a prison cell, who happens to run into the Emperor and be called on a world-changing quest. Your character has no voice, no backstory, no friends or relatives, and the characters around you will literally just stare at you for hours if you delay responding to them. The whole setup feels very silly, and the extent of your role-playing is “make it up as you go.” This is fine and dandy for people that just want to play in sandbox, but it lacks the potential emotional punch of a more directed experience like the Witcher.
If I had to draw a conclusion, though, I’d say that the gameplay perspective (first or third-person) is really only a part of establishing character identification and satisfaction. Like someone pointed out earlier, games like Fallout 3, Oblivion, and Half-Life would be no more identifiable if played in the third-person. Your character would still be a hollow shell offering no emotional attachment. On the other hand, a game like The Witcher played in first-person would still retain most of its charm.
This is because it’s the moments where the player is NOT playing that are crucial to setting up the character definition. Personally, I want some cutscenes and some voiceovers to tell me who I’m playing, and then let me go from there. Now of course providing any character definition alone does not make the experience memorable. There’s still the small catch that the backstory, cutscenes, and dialogue must be GOOD, which is an entirely different discussion all together :)
In the end, though, I think there is no “optimal” approach to gameplay perspective. It still must come down to player preference. And I’d argue that “player” preference is mirrored in one’s literary preference. There are those who want to write stories, starting from a completely blank page (not many games really offer this). Then there are those who want to write stories starting with a prompt (Fallout, Oblivion, etc.). There’s the people that hate writing and would rather just read a good book (The Witcher, Planescape). And finally there are those people who just want to turn their brain off and watch explosions (Call of Duty, Halo, etc). I’m glad that videogames have evolved to the point where there’s something out there for all audiences, and I encourage developers to keep making the games they want to make…don’t take too much stock in any one gamer’s opinion :)
Stevostin
Monday, May 2, 2011 at 2:50 AMI read the start but quite honestly, it sounds like reading a guide on wine by someone who puts ice on it. Playing an open RPG like Fallout 3 requires some practice to be done well. If you think “ok start”, then create more or less randomly a certain character, then just deal with playing decision with a gut feeling (and randomly when nothing comes to your mind), then certainly your character is not really a character.
Now if you’ve done this a bit, you may have developped some routing about how to really enjoy those games. This goes frome playing with headphone, alone and with no light on to decide who will be your character, what will be his/her psychic profile, take on life, etc. Some people does this by copying an existing character from another fiction, some other creates it, but at the end of the day, they do play a character. And when things go well, it becomes a way deeper experience than any other “pre made” character can offer.
To me there are two kind of games : first person games, and the rest of the video games. First category is the important stuff, the rest is nothing more important than ping pong. The idea of getting immersed with TPV is non sense to me. TPV is a guaranty for no immersion. It also ruins every “hide and seek” part of gameplay (you can see without being seen), makes every aiming hardly enjoyable and offers absolutely no feel of the weapons. My last try with TPV was Deadspace, which I dumped after two hour, half because of cliche, half because of insanely punitive TPV.
Eddie B
Monday, May 2, 2011 at 3:09 AMIt seems to me your bigger concern is how much backstory you have about the player character than the perspective. I’ve always preferred the first person perspective largely because it eliminates camera problems. Third person perspective, even with a generally excellent game like Uncharted 2, will tend to put you into positions where you cannot see things that the Player Character should be able to see.
As for the unreality of how the human body moves, in third person games I see equally unrealistic activities take place.
As for not personally being a space marine or physicist, I don’t find putting something of my personality into Gordon Freeman all that different from assuming the role of Max Payne.
All this not to say that you are wrong, but to say this is all subjective. What works for me (and many other FPS players) may not work for you in terms of immersion and character idendification. Likewise, what works for you (and many other players) does not work for me.
AaronLee
Monday, May 2, 2011 at 8:00 AMIt’s fair to say that, rather than being an indesposable design tool, the idea of projection is as dead as the idea of an AFGNCAP-style character and merely a symptom of a time where we couldn’t afford to render avatars with any believable vestige of humanity.
Though third-person is compelling in defining a character, it puts you squarely in a predefined character’s shoes with little left to the player’s own imagination, much like the cinematic, linear gaming trend dominating mainstream games.
Games came from an era of anecdote and experimentation on the talbetop, where mechanics stood alone to define a player’s dynamic experience. We’re starting to see this more with games like Mirror’s edge, in which the lessons of third person gaming (I refuse to be a first-person ghost!) can be applied back into first-person. Now creating a flying hockeypuck cam is more a failure of design than willing suspension of disbelief and this makes me excited.
Simon
Monday, May 2, 2011 at 2:52 PM“I find this a strange and incomplete perspective. I, Adam, PhD student, would not make a very good space marine or theoretical physicist”
The main thing that’s interesting to me is the psychology behind that identification with the main character- a character that is oneself, or as a ‘puppeteer’ off a character that acts a conduit for oneself. I know I make a great Space Marine, I’ve been one often.
There’s too many aspects to discuss though, a lot which have been commented on already.
Largely I think it comes down to your reasons for playing, and how different game designs cater to those reasons- simply, first person games don’t focus on roleplaying, and roleplaying (or character) focused games tend to be third person.
There’s a few games that break the mold though (Pathologic?).
An interesting way to look at this would be in multiplayer though, especially when using a mic.
Although gameplay is generally still non-role playing focused, that, in my opinion, is the closest you can come to fully being the character you are playing- and being entirely seen as others as yourself, based on your skills and personality within that environment.
Brian
Tuesday, May 17, 2011 at 1:12 AMI like this discussion due to my work with storytelling and immersion. I think there’s a flaw in your argument, Mark, when you say:
“To argue that a player cannot ‘become’ Ezio, Fenix or Niko because they are physically visible is analogous to arguing that an actor cannot ‘become’ Hamlet because there is a script for him to speak and stage notes describing what he should do.”
The comparison you are really making is:
hamlet/actor vs. audience member
and
avatar vs. game player
The player is not like the actor in this analogy because then you’re back to first person (the actor IS the character). The argument then becomes, can an audience member “be” Hamlet as s/he watches the play? I’m not saying s/he can’t be, but I believe it’s much harder for most people because Hamlet is already “inhabited” by someone else (the actor). So you end up “watching” the play in third person, not living it in first person.
Now you say you, you actually feel MORE immersed in the third person perspective for various reasons. I don’t dispute that, but I believe what’s happening is that you are identifying with your character so completely, that you play “as if” you were that character. This is precisely what we do when reading a good novel. We “take on” the role of the character with whom we identify, while knowing full well it’s not us. We trick our brains with a dual knowledge; we are both us and not us at the same time, and I firmly believe that it is precisely this dual functioning (a paradox for dualistic Western thinking) that helps create the immersive experience. Our logical brains can’t handle the paradox, and we therefore adopt a more holistic and accepting stance toward the experience. In that mode, we can “be” the apocalyptic space marine, despite knowing our own real limitations.
I’m not sure any of this makes sense, but it’s the best stab at an explanation I can give at the moment.
Matt
Thursday, June 23, 2011 at 12:55 AMIt’s a very opinionated discussion, so I will voice mine.
I find that I identify more with 3rd person, it gives your in-game ‘tool’ more of an identity that you can assume. First-person, however good has always removed this identity. If there are enough cut-scenes, however, you can feel like you are inserted into the person’s head. So I would say, if the first person game does show enough of your character, or mention/immerse you actively… it feels good. However if you are just a HUD and a gun, or a crosshair and a camera in some games, you feel removed, as if you have played this ‘role’ hundreds of times. Third person gives you a new voice, a new body, a new identity that you can play around with and act like. Like the OP said, you are basically acting.
Acting without an identity to assume, well that’s just talking meaningless gibberish on cue.
paul
Saturday, October 29, 2011 at 10:29 PMnice article. I never liked fp perspective makes me feel claustrophobic. My question is a little off topic. Is it cheaper to make a first person video game opposed to a third person perspective?
B_bob
Thursday, March 1, 2012 at 9:52 AMI tend to play games that make me feel like I’m actually in another world. No longer in this one. I think thats why video games exist. Its like the holodeck on star trek, or “the matrix.”. Lets pretend those things exists for a second:
Example: You have always wanted to fly a plane, like a real pilot! But it is expensive, and you need a license :( So you walk into your holodeck, or plug into your “matrix” (think of it as a magical thing that can take you anywhere your heart desires, in any circumstance and in any situation) and you are immediately transported. BOOM. You are standing on a tarmac. your feet firmly planted. In front of you is a plane. you walk into it, head into the cockpit then sit in the pilot seat. with your own eyes you see buttons and controls and a flight stick and all sorts of things you would see if sitting in a cockpit.
Thats as immersive as it gets man. Since we don’t have the technology for such awesome things as the matrix or a holodeck we have to make due with a gaming platform, monitor, keyboard, and mouse (or game controller that gives you clunky functionality and bairly any precise control over anything, ew). Anyway, point is, if you were in the matrix or the holodeck and completely immersed in whatever you wanted, I highly doubt you would be hovering around “yourself.” I want to fly the airplane, not WATCH myself fly the airplane.
So I guess it comes down to taste in gaming style. Would you rather be watching a movie, or actually IN the movie.
And that is all it really is. TASTE and PREFERENCE.
You can’t use facts to prove whether one or the other is better at immersion (we obviously know what the immersion of games will innevitably be like thanks to “the matrix” and other such things).
If you have a vivid imagination, are well adept at abstract thinking, and actually like doing things for yourself instead of simply living through something else (like a 3rd person character) first person will obviously be a more immersive experience for you. If your imagination isn’t so great, abstract concepts give you headaches and youd rather experience things vicariously through something else, then obviously a 3rd person perspective game will be a more immersive experience for you.
Im not saying you’re dumb if you like 3rd person games. Ive played many, many awesome 3rd person games (Anyone remember Ultima IX: Ascension, or MDK), and they were quaint and enjoyable. None of them however completely transported me into the game world like first person games have.
This article proves: Having, or working towards, a PhD doesn’t mean you’re not an idiot. AND: No amount of education can imbibe creativity, originality, and the ability see the big picture and every other picture individually and together at the same time.