j-e-f-f-e-r-s said:
Erm, what examples can you give of "second-person" gameplay? Practically every game I can think of plays through either first-person (through the eyes of the main character), or third-person (the main character is a separate, identifiable person). Second person implies seeng the player character through the eyes of another game character (that character being in the position to call the main character "you"). The only example I can think of is the brief section in God Of War 3, where you follow prompts to beat the crap out of Poseidon while seeing everything through his eyes. In that particular case, Poseidon has become 'I' and Kratos has become 'you', but the controls still focus on Kratos as the main character of that brief scene.
That's the defining thing about the different perspectives of narration:
First person is 'I'
Second person is 'You'
Third person is 'He/She/They'
I'm not talking about persons as shown through visual perspective and I'm undoubtedly stretching terms here, so feel free to scold me on my misuse of definitions.
Interactive immersion makes a third/first person experience indirectly second person.
The game is telling you, the player, a story about "you", the character. As you play through the game the game tells you things about "you," what "you're" capable of, and you do these things by discovering and doing these things yourself/"yourself". "You" might be in first or third person in viewpoint or narration compared to you, but by virtue of the fact that you are in control of "you" that makes the story indirectly second person in experience.
When characters in the story are talking to "you" doesn't it sometimes feel like they are talking to you? Or regardless of how it feels, do you not occasionally respond how you would or do you strictly respond only as how "you" would?
Regardless of all that above though, a game might not only tell you about "you" but will tell you some things about you, simply by participating. Some of it you already know, but some of it might be stuff you don't know.
Like I said, I'm likely using all the wrong words here, but video games are uniquely designed for this in a way that I have not seen in other media simply because it involves active participation, whether or not that makes you, the player, an artist.
I have read a 2nd person story before. It didn't feel like it was about me, but more as though the story was addressing some invisible person standing behind me. With games, though, it feels different, because I am interacting with the game.
If you look directly in a mirror you see an image. Because that image moves in tandem with your own motions you conceptualize it as an image of yourself. In that way, reflections are second person representations of yourself. You see you by seeing "you".
(Though I guess you could call that third person as you see "you" as other people see you. Sight isn't exactly a thing that classifies into the second person is it?)
Similarly by observing "you" while you control "your" interactions in a virtual world you learn about you, while simultaneously learning about "you" even though in this case "you" is not a perfect reflection of you.
So while the story of a game is about "you" in effect it is also about you.
Regardless of "whose" eyes you're looking through, your interaction and involvement with the story cause you to, in part, also be looking at yourself.
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Sorry if this is confusing, and if I'm missing the point on perspective. Truth be told, I'm actually giving myself a headache, and I (supposedly) know what I'm trying to say.