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The Legend of Zelda: The Wind Waker From ... - Douglas Wilson

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VI. <strong>The</strong> Externalized Third-Person View<br />

"<strong>The</strong> external view <strong>of</strong> the player's character, although putatively less 'realistic,' is very<br />

<strong>of</strong>ten more desirable in gameplay terms than the fashionable first-person view.” 32<br />

– Steven Poole, Trigger Happy<br />

In retrospect, the 3D environments <strong>of</strong> Mario 64 and Ocarina <strong>of</strong> Time were not as<br />

groundbreaking as the compelling way the games portrayed those spaces. At the time <strong>of</strong><br />

Mario 64’s development, the success <strong>of</strong> shooters like Wolfenstein 3D and Doom had<br />

already made the so-called “first-person” perspective the de facto standard in the<br />

representation <strong>of</strong> 3D space. <strong>The</strong> perspective renders the scene from the viewpoint <strong>of</strong> our<br />

avatar’s own eyes, as if our virtual location was also our physical location (right in front<br />

<strong>of</strong> the screen). Thus, the view is an internal rather than external one. Much as we cannot<br />

look at ourselves in real life, the first-person view prevents us from seeing our avatar<br />

(except, in some cases, for a pair <strong>of</strong> virtual arms that extend out from the bottom <strong>of</strong> our<br />

avatar’s field <strong>of</strong> vision). As Steven Poole explains, the first-person perspective attempts<br />

to “persuade us we are looking into the screen or canvas, rather than just looking at it” 33<br />

in an effort to “cross the barrier between onscreen action and the player’s physical<br />

situation.” 34 <strong>The</strong> argument held that the perspective is more realistic because it better<br />

approximates natural experience.<br />

Mario 64, however – like every 3D <strong>Zelda</strong> game that has followed – rejected the<br />

first-person standard in favor <strong>of</strong> an externalized “third-person” view. <strong>From</strong> such a<br />

perspective, players see their avatar, <strong>of</strong>ten looking from above and behind (“over the<br />

shoulder”). This view, writes Poole, is “a completely disembodied one,” in that our<br />

perspective “corresponds to no actual pair <strong>of</strong> eyes in the gameworld.” 35 In Mario 64, this<br />

externalized perspective was aptly portrayed as the view from a hovering camera (flown<br />

30

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