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First-person perspective video games
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First-person perspective video games
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==Game mechanics== Games with a first-person perspective are usually [[avatar]]-based, wherein the game displays what the player's avatar would see with the avatar's own eyes. Thus, players typically cannot see the avatar's body, though they may be able to see the avatar's weapons or hands. This viewpoint is also frequently used to represent the perspective of a driver within a vehicle, as in flight and racing simulators; and it is common to make use of positional audio, where the volume of ambient sounds varies depending on their position with respect to the player's avatar.<ref name="fundamentals"/> Games with a first-person perspective do not require sophisticated animations for the player's avatar, nor do they need to implement a manual or automated camera-control scheme as in third-person perspective.<ref name="fundamentals"/> A first-person perspective allows for easier aiming, since there is no representation of the avatar to block the player's view. However, the absence of an avatar can make it difficult to master the timing and distances required to jump between platforms, and may cause motion sickness in some players.<ref name="fundamentals"/> Players have come to expect first-person games to accurately scale objects to appropriate sizes. However, key objects such as dropped items or [[lever]]s may be exaggerated in order to improve their visibility.<ref name="fundamentals">{{Cite book|last=Rollings|first=Andrew|authorlink=|coauthors=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|location=|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html}}</ref>
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