Summary of "You are wrong about what a '2nd Person' Video Game is"
Summary of “You are wrong about what a ‘2nd Person’ Video Game is”
Storyline / Concept Explored
The video delves into the confusing and debated concept of what constitutes a “second person” video game perspective. While first-person and third-person perspectives are widely understood, the second-person perspective is ambiguous and inconsistently defined across gaming and media discussions. The creator experiments with different camera setups and explores linguistic and cinematic origins of the terms first, second, and third person to clarify the concept.
Gameplay Highlights and Experiments
The creator prototyped a game with a “Digi cam” aesthetic featuring:
- A shaky cam attached to an NPC following the player, creating a feeling of being chased.
- A grid of CCTV cameras switching views based on player location, reminiscent of fixed camera angles in Resident Evil but without tank controls.
These experiments raise questions about whether cameras operated by NPCs or security systems count as second-person perspectives.
Key Points and Arguments
- Common Internet Consensus: Second person games show the player from another NPC’s viewpoint.
- Creator’s Disagreement: Security cameras could also count as second person if considered characters.
- Linguistic Perspective vs. Camera Perspective:
- First person = “I” (speaker)
- Second person = “You” (listener)
- Third person = “They” (outside observer)
- Current gaming terminology maps these pronouns to camera angles, but this mapping is flawed.
- Examples from games and media:
- Driver San Francisco uses a car chasing camera, sometimes called second person.
- Call of Duty “scream peeking” as viewing yourself through another player.
- VR setups showing your own avatar.
- None fully satisfy the linguistic definition of second person.
Film and Visual Language Insights
The video explores how film developed visual language with close-ups and point-of-view shots that guide audience attention.
- First-person camera shots in film are rare but immersive (e.g., Lady in the Lake).
- Second person in film often involves breaking the fourth wall or addressing the audience directly (e.g., The Truman Show).
- The creator suggests second person should involve the camera directly addressing the audience/player, not just showing the character from another perspective.
Video Game Narrative and Interaction
Video games blur the lines between first, second, and third person because players embody characters (first person), but cameras and narratives shift perspectives.
- Games often directly address the player (second person narrative), such as text narration in Baldur’s Gate 3.
- The interactive medium allows for two-way communication between the game and player, unlike passive film viewing.
- Examples like Delta Room use external cameras to show the player-character from another perspective, complicating definitions.
Final Thoughts and Suggestions
- The terms “first person,” “second person,” and “third person” may not be suitable for describing camera angles in video games.
- Alternative terminology based on camera function is proposed:
- “POV shooter” instead of “first-person shooter”
- “Over-the-shoulder shooter” instead of “third-person shooter”
- “NPC camera” for perspectives following NPCs
- “Camera network” for systems like CCTV grids
- The creator is still exploring and open to discussion about these definitions.
- The CCTV camera prototype is enjoyable and might become a short game project.
Key Tips / Takeaways
- Second person perspective in video games is better understood as direct address to the player rather than just a camera angle from another character.
- Camera perspectives and linguistic pronouns are different communication tools and shouldn’t be conflated.
- Interactive media offers unique narrative possibilities that blur traditional person perspectives.
- New terminology focused on camera function rather than pronouns may better describe video game perspectives.
Featured Gamers / Sources Mentioned
- Nick Robinson (YouTuber) – popular video on second person perspective using Driver San Francisco
- Hovie (YouTuber) – second person as “scream peeking” in Call of Duty
- Ryan Tryan (YouTuber) – experiments with third and second person cameras in VR
- Liam Thompson (YouTuber) – camera attached to dog showing second person perspective
- References to games: Driver San Francisco, Call of Duty, Baldur’s Gate 3, Delta Room, Resident Evil, Burnout Paradise, Just Dance
- Film references: Evangelion, The Truman Show, 2001: A Space Odyssey, Oppenheimer, Lady in the Lake, Hardcore Henry
This video challenges conventional definitions of second person perspective in video games, encourages rethinking terminology, and highlights the complexity and creativity possible with camera perspectives in interactive media.
Category
Gaming
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