First person view

What Are Second Person Pronouns?

Second person pronouns always refer to the addressees of the speaker himself.

When you are writing, a good way to think about the second person’s point of view is that it addresses the reader (as I just did in that sentence).

Second person pronouns are only used when the speaker is making a statement to the addressee, i.e., to someone.

Second Person Pronoun List:

Here is a list with examples of the second person words we use in writing and speech.

  • you (subject, singular/plural)
  • you (object, singular/plural)
  • yours (possessive, singular/plural)
  • your (possessive, modifying a noun, singular/plural)

Note: In each of these examples, “you” can be an individual (singular) or multiple people (plural).

3D Universe

With the advent of improved 3D graphics and detailing, first-person view was introduced in GTA III.

First-person view as seen through the crosshairs of a Sniper Rifle in GTA III.

in two forms, the ability to look around in first person view, and the ability to aim a weapon. This was carried over to Grand Theft Auto Vice City, and later Grand Theft Auto San Andreas (the latter with the exception of free look). The free look ability is triggered on consoles by moving the right analog stick of the controller while unarmed. In the PC versions, the feature is available if the control scheme is set to ‘Classic’, and by default using the Numpad 5, 6, 7, and 8 keys. First-person view is also standard as an available viewpoint when the player is inside a vehicle.

First-person aiming with a gun is crucial, particularly for sniper rifles, allowing the player to accurately aim and shoot at targets from afar, while avoiding the use of an auto-aim. Similarly, certain assault rifles (i.e. the M16/M4 and Ruger) and rocket launchers allow the player to aim in first person view as they hold the aiming button or key. Similarly, the camera introduced in GTA Vice City allows the player to take pictures from a first-person viewpoint. First-person view for assault rifles was eliminated in GTA San Andreas in favor of an over-the-shoulder aiming system.

There are multiple mods available for the 3D Universe games that allow the player to play in a fully functional First-Person view.

First-Person Point of View

When we talk about ourselves, our opinions, and the things that happen to us, we generally speak in the first person. The biggest clue that a sentence is written in the first person is the use of first-person pronouns. In the first sentence of this paragraph, the pronouns appear in bold text. We, us, our,and ourselves are all first-person pronouns. Specifically, they are plural first-person pronouns. Singular first-person pronouns include I, me, my, mine and myself.

I think I lost my wallet! I can’t find it anywhere! Oh, I could just kick myself!

We could do ourselves a favor and make a reservation for our group.

Many stories and novels are written in the first-person point of view. In this kind of narrative, you are inside a character’s head, watching the story unfold through that character’s eyes.

When I wake up, the other side of the bed is cold.

Suzanne Collins, The Hunger Games

Примеры[править]

  • Собственно, многие шутеры. Ибо стрелять с такой камерой намного проще, чем от третьего лица.
  • РПГ: вид от первого лица зачастую присутствует как альтернативный режим, обычно камера висит над головой персонажа. Более популярен вид от первого лица в гибридах РПГ и шутера — тех экшн-рпг, в которых боёвка стрелковая, а не рукопашная. Исключение — серия The Elder Scrolls, где боёвка всё же больше рубильная, чем стрелково-колдовательная (хотя это зависит от стиля игры конкретного игрока), а режим первого лица считается дефолтным.
  • Гонки и прочие симуляторы: хардкорные игроки всегда играют именно от первого лица, а некоторые любители авиасимов даже строят вокруг себя подобие настоящего боевого кокпита, как у настоящего авиатренажёра, в то время как казуалы любят играть в основном от третьего лица, считая, что так легче и «красивее» (потому что вид «киношный»), а полноценной симуляции предпочитают аркады. Некоторые из игроков, не являющиеся настоящим хардкорщиками, при сохранении вида от первого лица убирают загораживающий часть экрана кокпит, делая это с целью получить максимальный обзор (для сравнения, при виде от третьего лица экран загораживает не кокпит, а сам симулируемый аппарат). В некоторых симуляторах, где симулируется большой боевой корабль с многочисленным экипажем (например, Silent Hunter III и StarTrek: Bridge Commander]) присутствует не «вид из кабины», как в других симуляторах, а вид из глаз капитана корабля, который отдаёт приказы старшим офицерам от первого лица, общаясь с ними.
  • Также такой вид встречается в гибридах стрелялки и квеста, например в Hexen, зачастую относимыми к экшн-адвенча/экшн-квест (относят часто, но не всегда: например, считать ли S.T.A.L.K.E.R. просто шутером с квестами или экшн-квестом — предмет жарких споров).
  • Иногда используется в некоторых играх жанра Survival Horror. Классический пример — лицехват в Aliens vs Predator

    Хотя на самом-то деле вид от первого лица является самым востребованным приёмом во многих современных хоррорах. Потому что камера от первого лица лучше всего справляется с задачей погружения игрока в атмосферу, а для такого жанра это очень важный пункт.

    , который в полной темноте, едва освещаемой тусклым фонариком, может неожиданно напугать, внезапно прыгнув в лицо, когда его не ожидали, так что игрок, упавший от страха вместе со стулом, — обычное дело (для максимального эффекта рекомендуется играть в полной темноте с surround sound и 3D-очках).

  • Есть и совсем уж необычные вещи, но полюбившиеся и запомнившиеся геймерам. К примеру, игра Mirror’s Edge — симулятор, на секундочку, паркура. И тем не менее — от первого лица. Бежать вдвойне веселей, драки вдвойне реалистичней, а падать вдвойне страшней.
  • VR-игры. Ну тут уже без комментариев.

First, Second, and Third Person in Writing

In writing, the writer may choose to write from different points of view. The point of view he or she chooses is evident through his or her use of pronouns.

Writing in first person: Literature in the first person point of view is written from the speaker’s perspective. This point of view uses first person pronouns to identify the speaker/narrator. First person point of view is generally limited in that the audience only experiences what the speaker/narrator himself experiences.

Writing in third person: Literature in third person point of view is written from an “outside” perspective. This point of view uses third person pronouns to identify characters. In third person writing, the narrator is not a character in the text. Because of this, he can usually “see” what happens to all of the characters.

Writing in second person: In non-fiction writing, a speaker will often switch between pronouns. Writers do this only for effect. For example, if a speaker wants to be clear and “get through” to the audience, he might say “you” (second person) throughout the text even if the text is mostly in third person. Again, this is strictly for rhetorical effect. Experienced writers use this as a literary tool.

Hear The Call

The Call Of Duty franchise started with the World War II game boom of the early 2000s. Published by Activision, the first few installments in the series were competent, realistic infantry simulators that put the focus on AI squadmates. But 2007’s Call Of Duty 4: Modern Warfare marked a turning point for the franchise that would make it one of the most popular on the market.

The game took players into the world of asymmetric warfare, facing off against terrorists and insurgents across the Middle East and Eastern Europe. A potent storyline with some unexpected emotional beats, combined with innovative and responsive multiplayer, made it the year’s best-selling game.

The franchise continues to chug onwards, with recent installments moving it into the future and outfitting soldiers with superhuman movement abilities. It’s ironic that a series that started with realism has become what it has, but that doesn’t stop the games from selling.

Summary: What is the First, Second, and Third Person Perspective?

Define first person: The definition of first person is the grammatical category of forms that designate a speaker referring to himself or herself. First person pronouns are I, we, me, us, etc.

Define second person: The definition of second person is the grammatical category of forms that designates the person being addressed. Second person pronouns are you, your, and yours.

Define third person: The definition of third person is the grammatical category of forms designating someone other than the speaker. The pronouns used are he, she, it, they, them, etc.

If this article helped you understand the differences between the three main English points of view, you might find our other article on English grammar terms helpful.

You can see our full list of English grammar terms on our grammar dictionary.

Contents

Consoles Strike Back

Halo led the way for a first-person shooter renaissance on consoles, as developers finally figured out workable replacements for the traditional keyboard and mouse.

2000 saw the PlayStation 2 launch with an FPS – a first for consoles. TimeSplitters, created by Free Radical – a studio made up of ex-Rare employees who worked on their last-gen shooter – was a critical hit, and the sequel was even better. The introduction of a level editor gave the the game a ton of replayability.

One of the biggest risks in the genre came in 2002, when Nintendo handed over the reigns of their traditionally side-scrolling Metroid series to an American developer, Retro Studios. The resulting GameCube game, Metroid Prime, took the franchise in an exciting direction, emphasizing exploration and movement over shooting willy-nilly. Two sequels followed, with the Switch getting ready to host a third as I write this.

Weird Stuff

The golden age of first-person shooters saw some pretty unusual takes on the genre, as everybody and their mother wanted to cash in. Forbes Corporate Warrior is, on the package, a guide to modern business. In practice, it’s one of the worst FPS games of all time, letting gamers wield “Ad Blasters” and “Marketing Missiles” to take down rival corporations

In 1996, the General Mills corporation hired developers Digital Café to create a free game to promote their cereal Chex. The result was Chex Quest, a beloved blaster built in the Doom engine that lets you blast enemies with milk and cereal. Amazingly, the game received a pair of sequels in 1997 and 2008.

Terror In Christmas Town, made with the Pie in the Sky engine, is a creepy, primitive holiday-themed game that tasks you with defeating an evil polar bear who has abducted Santa Claus.

The doomed 3DO system saw the release of Cyberdillo in 1996, an ostensibly humorous shooter casting the protagonist as a roadkill armadillo enhanced with mechanical parts and set on a mission of vengeance. The game’s jokes included a “bone flute” weapon that made you go blind if you played it.

2000’s unusual Catchumen was developed by N’Lightning Software and stands as one of the most expensive Christian video games ever made, with a development cost of nearly a million dollars. The FPS put you in the shoes of a Roman student who has to venture into a series of catacombs to rescue friends and smite Satan. When you “kill” human enemies in the game, they fall to their knees in prayer.

Telling Stories

Most early first-person shooters were pretty light on the narrative. Players shot everything that moved and solved simple puzzles every so often, but characterization and plot weren’t a major concern. The release of Half-Life in 1998 forced the industry to up their game in a serious way. Valve’s breakthrough featured physicist Gordon Freeman, a silent protagonist as commonly seen in Japanese RPGs, working his way through the Black Mesa lab in a seamless world with no cutscenes. It made environmental storytelling one of the key elements of the genre.

There were some downsides to Valve’s approach, though – gone was the nonlinear, player-driven style of earlier games, transformed into a more linear experience that not many developers could pull off as well.

One of the most critically lauded attempts came with the Bioshock series, all three of which transplanted players into fascinating, carefully-built worlds where they had to wrestle with moral and ethical quandaries while blasting foes and using supernatural powers.

Pushing Polygons

The primary limitation for games built on the Doom engine was its insistence on using sprites for character and object art. They never quite meshed with the primitive polygonal worlds, but computers of the time couldn’t render both environment and inhabitants readily in 3D. Once that changed, things could get very interesting.

iD was once again the developer to lead the way with the 1996 release of Quake. Initially intended to be a 3D brawler inspired by Sega’s Virtua Fighter arcade game, the ambitious title morphed into something the team was more comfortable with – a shooter in a dark medieval world with music by Trent Reznor. Fully 3D environments gave players new movement options, and Quake embraced the concept of “rocket jumping,” using the blowback from your explosive weapons to launch your character high in the air.

There were contenders to the throne, though. In 1998, Epic released Unreal, which was built on their own engine and allowed for a number of features that were incredibly exciting. An editor that allowed for real-time geometry placement and a scripting engine made it a feast for modders, and over the next two decades the Unreal engine would grow into one of the industry’s most reliable pieces of middleware, not just for shooters.

FPS games made using the first version of the Unreal engine include Star Trek: Next Generation: Klingon Honor Guard and the adaptation of Robert Jordan’s Wheel of Time series.

Third-Person Point of View

The third-person point of view belongs to the person (or people) being talked about. The third-person pronouns include he, him, his, himself, she, her, hers, herself, it, its, itself, they, them, their, theirs, and themselves.

Tiffany used her prize money from the science fair to buy herself a new microscope.

The concert goers roared their approval when they realized they’d be getting an encore.

You can’t always rely on pronouns to tell you the perspective of a sentence. Not all sentences include pronouns, especially in the third person:

Mike always hated school.

But if you look at this sentence and think “Mike isn’t me,” you can eliminate the first person. You can also think “I’m not talking to Mike,” so that eliminates the second person. You’re left with the third person.

Plenty of stories and novels are written in the third person. In this type of story, a disembodied narrator describes what the characters do and what happens to them. You don’t see directly through a character’s eyes as you do in a first-person narrative, but often the narrator describes the main character’s thoughts and feelings about what’s going on.

Sam Vimes sighed when he heard the scream, but he finished shaving before he did anything about it.

Terry Pratchett, Night Watch

Speaking in the Third Person

Most of the time when people talk about themselves, they speak in the first person. It would certainly be eccentric to talk about yourself in the third person all the time, but you may do it once in a while for comedic effect or to grab someone’s attention.

Tina: Let’s get sushi for lunch. It’s Jeff’s favorite!
Tom: No, Jeff hates sushi. I think he’d rather get burritos.
Jeff: Um, does Jeff get a vote?

Big F***ing Game

The success of Wolfenstein freed iD to follow their bliss, and they wanted more. Their next game would be bigger, faster, bloodier and scarier, powered by Carmack’s incredibly ambitious engine. With a couple side stops to make Hovertank 3-D (faster rendering) and Catacomb 3-D (mapping textures to surfaces), they had all the tools they needed. The team could now map surface textures onto 3D objects, have floors at varying altitudes, and light different areas at different levels of illumination. When attempts to gain the Aliens license fell through, Carmack revised the concept to be about technology vs. demons and Doom was born.  

Protagonist “The Doomguy” is a space marine dropped into seemingly endless combat with a horde of infernal enemies, each with their own unique attacks and behaviors. One of the things that made Doom so fascinating was that its creatures lived in a simulated ecosystem and interacted with each other as well as the player. Throw in a slamming soundtrack and you had a visceral, violent experience that defined a genre.

The game was a massive instant success and inspired a host of imitators, many made using Doom‘s own engine.

Hungry Like The Wolf

We’re almost a thousand words into this and we haven’t even hit Doom yet. Stay calm, buddy. Now’s the time when we meet the guys who would transform the world of first-person shooting forever.

iD Software was founded by John Carmack, John Romero, Tom Hall, Adrian Carmack, all employees of publisher Softdisk. John Carmack’s technical genius enabled the team to wring incredible performance out of the PCs of the day, starting with 1990’s side-scrolling Commander Keen. When Carmack figured out a way to render 3D environments just as quickly as 2D ones, it energized the newborn company to innovate once more.

Carmack developed the concept of raycasting with an earlier title called Catacomb 3D– making the computer only draw what the player could see, rather than the whole world around him – and it unshackled 3D gaming from the world of flight simulators and other niche wonk stuff.

1992 saw the shareware release of iD’s Wolfenstein 3D, the unofficial sequel to classic adventure game Castle Wolfenstein. While that game put players in a 2D elevated view, this new title embedded them right in the skull of Allied spy William “B.J.” Blazkowicz, massacring Krauts inside a Nazi prison. John Romero and Tom Hall pushed the experience to be fast and visceral, keeping players constantly on their toes unlike the slower-paced fare of the time.

The game saw 200,000 copies sold in a year, with publisher Apogee commissioning sequels and even releasing a collection of 800(!) player-made levels for the game. It was a tremendous hit and single-handedly created a new genre.

And then, eighteen months later, there was Doom.

Man On Man

Competitive multiplayer was a big part of first-person gaming from the very beginning, but the rise of the national Internet infrastructure made finding people to play with incredibly easy in the late 1990s, especially on college campuses wired with lightning-fast T1 lines.

Epic dropped Unreal Tournament in 1999, one of the first purely multiplayer-focused FPS titles. The skimpy singleplayer was an excuse to train players against bots, but the meat was the online and LAN play. The game was massively successful and inspired others to work on similar projects.

iD’s take was Quake III Arena, released later the same year. Eschewing tight corridors for open arenas optimized for multiplayer, it was a beautifully tuned game with a high skill ceiling and featured an emphasis on fast movement.

In a similar vein was Dynamix’s Starsiege: Tribes, which billed itself as the “world’s fastest shooter.” The game put players in control of armed mechs in huge outdoor environments, and players discovered a movement glitch called “skiing” that enabled them to not lose momentum by timing jumps while descending a hill. Doing that let you jet across the map insanely fast.

Maze Runner

The first real home computer FPS was MIDI Maze, released for the Atari ST by Hybrid Arts in 1987. It put players in the role of a Pac-Man like orb in a right-angled maze, able to move in any direction and shoot deadly bubbles at other Pacs.

What made MIDI Maze so fascinating was its networking capability. Using the MIDI in and out ports typically delegated to sound recording and processing, the game could communicate with as many as 16 players in the same maze (although anything over 4 typically caused massive amounts of lag). Competitive deathmatches were fun, especially because users could create their own mazes with a simple text editor.

In 1991, a version of MIDI Maze was released for the original Game Boy under the name Faceball 2000. Using a curious hardware hack, it enabled up to 16 of the portable consoles to be networked together for massive multiplay. But this game was a curiosity more than anything.

Другие виды искусства[править]

Литератураправить

Основная статья: POV-персонаж

Популярный приём вести повествование от лица главного/второстепенного героя. Часто использовался для создания псевдодокументальных произведений, пока искушённый читатель в массе своей не утратил доверия к этому стилю изложения.

  • Классические произведения о Шерлоке Холмсе — записи, которые ведутся от лица его помощника, доктора Ватсона

    Романы Рекса Стаута, наследующие традицию Конан Дойла, написаны от лица Арчи Гудвина, помощника детектива Ниро Вульфа.

    . Кстати, несмотря на просвещённый век, приём сработал: множество читателей восприняло мистера Холмса как реального человека.

  • Все романы Дика Фрэнсиса.

Кино и телесериалыправить

  • «Хардкор» — боевик весь от первого лица! До этого фильма в боевиках были «от первого лица» лишь отдельные сцены.
    • Впрочем, ещё до него вышел малобюджетный фильм «Отель Инферно». Хотя этот фильм является любительским трэшем, который совмещает в себе два жанра — фильм ужасов и боевик — в нём всё действие происходит исключительно от первого лица.
    • «Bunker of the Dead» — боевик и фильм ужасов от первого лица.
  • «Леди в озере» (1947) — классика нуара

    Первая треть фильма-нуара «Темная полоса» (Dark Passage) снята от первого лица. Затем вид меняется, но герой Хамфри Богарта будет ходить в бинтах после пластической операции. Полностью его лицо будет видно только на 62 минуте фильма.

    по Раймонду Чандлеру. Целиком снят от первого лица, ГГ видно, только когда он смотрит в зеркало. Очень оригинальный фильм.

  • «Карты, деньги, два ствола» — сцена ухода Эдди после проигрыша.
  • «Матрица» — выбор пилюли, красная или синяя.
  • «Монстро» — весь фильм снят камерой героя по имени Хад.
  • «Брат 2» — сцена отстрела охраны бара. Ну, тут-то просто откровенно пародируются компьютерные стрелялки с «видом из глаз».
  • «Doom»: ГГ получает чудо-укол и убивает 95 % нечисти на базе.
  • «Маньяк» — фильм 2012 года с Элайджей Вудом. ~95 % экранного времени мы видим глазами главного героя.
  • «Хэллоуин» (1978) — убийство девушки в начале, взгляд через прорези в маске.
  • Первая серия первого сезона «Глухаря» начинается с того, что зритель впервые в жизни видит ОВД «Пятницкий», причем глазами какого-то персонажа (вскоре выясняется, что Коли Тарасова).
  • Нередко что-то показывают глазами робота (киборга) с соответствующим восприятием мира:
    • «Терминаторы» (и многочисленные отсылки к ним и пародии на них).
    • Робот-стрелок из «Западный мир»/«Мир Дикого Запада» (англ. Westworld, 1973). Для съемок даже специальную программу для ЭВМ создавали.
    • Робот Читти в некоторых сценах индийского х/ф «Робот».
    • Запись «чёрного ящика» андроида Кальдера из «Дознания пилота Пиркса».
  • Фильмы жанра «мокьюментари

    «Ведьма из Блэр» — съёмка от первого лица с камерой, удерживаемой в руках оператором.

    » можно также считать «от первого лица»

  • Часто используется вид от лица персонажа, который просыпается или приходит в сознание после обморока.
  • Одна из фишек фильмов и сериала про «Зловещих мертвецов» — летающая камера «в роли» Зла. Как именно выглядит само Зло, нам не показывают, но это явно что-то невообразимо ужасное.

Мультфильмыправить

  • Анимационная короткометражка Осаму Тэдзуки «Jumping»/«Прыжок» (1984) — полностью от первого лица.
  • «Пластилиновая ворона», новелла-песня «Игра» — почти все показано глазами деда и внука. Сами же дед и внук появляются в кадре на несколько секунд — практически в конце новеллы.

Телевидениеправить

«Городок» «фильм-ужасов» — «Тварь» (скетч 1997 г.). Почти все действо идет от первого лица кого-то. Как бы не монстра, в свете закадрового голоса-предисловия. Кто это — большой спойлер.

Музыкаправить

  • Клип The Weeknd — «False Alarm».
  • Клип MiyaGi & Эндшпиль — «Кайф».
  • Клип MiyaGi & Эндшпиль — «Без обид».
  • Скандально известный клип группы «Prodigy» на композицию «Smack My Bitch Up». Такой способ повествования позволяет провернуть неожиданную развязку в конце:

Let’s Get Experimental

As the first-person shooter genre became codified into one of gaming’s best known, flourishes of experimentation started to crop up around the edges. Teams began to question the tropes of the genre and ask if they had to have gruff protagonists, deathmatch or even guns.

2007’s Portal is credited for opening the floodgates. Armed with a “weapon” that opens holes in space between one location and another, protagonist Chell must escape a research facility stocked with deadly experiments by flaunting the laws of physics. The sequel added even more elements, and both games sang with smart, snarky humor.

That same year, EA released Mirror’s Edge, which was ostensibly a first-person shooter but one that prioritized movement over gunplay. Yes, protagonist Faith could wield firearms, but the meat of the game was running parkour-like through a massive world of rooftops, pipes and shafts with incredible freedom. It was a cult hit that inspired a 2016 sequel.

One stunning recent example is Superhot, an abstract shooter that takes the frenzied pace of a typical FPS and twists it: time only moves when you do. Stand still and bullets will hang in mid-air, but make one wrong move and they’ll plow right into your face. Each level is a tense ballet of split decisions and polygonal carnage and there’s nothing quite like it on Earth.

Other indie FPS games are going minimal. Devil Daggers keeps players in a single arena and overwhelms them with a tidal wave of demonic enemies, any of which can kill with a single hit. Players are scored simply on how long they can survive, and it’s a tense and unique experience that distills the genre down to its core.

Other interesting FPS experiments include PS3 title The Unfinished Swan, which starts in a completely white space that the player must fill with ink to explore, the abstract Lovely Planet and the hyper-realistic gun simulator Receiver that requires players to painstakingly perform each and every step of loading and prepping their weapons.

What Are First Person Pronouns?

First person pronouns always refer to the speaker himself. These pronouns are only used when the speaker is making a statement about himself or herself.

First Person Pronoun List:

Here is a list with examples of the first person words we use in writing and speech.

  • I/we (subject, singular/plural)
    • I prefer coffee to hot cocoa. (First person singular)
    • We prefer burgers to pasta. (First person plural)
  • me/us (object, singular/plural)
    • Jacob embarrassed me.
    • Jacob embarrassed us.
  • mine/ours (possessive, singular/plural)
    • The hat is mine.
    • The hat is ours.
  • my/our (possessive, modifying a noun, singular/plural)
    • That is my hat.
    • That is our hat.