Disclaimer: This is just to mess with Astro and Duck. Although my opinions and ideas are real, they're presented in a manner that's nowhere near as constructive as it should be, and are honestly half-assed since I can't afford the time to write out a big lengthy post about why exactly they suck in my opinion.
The degree of motion involved in real combat far exceeds that presented by an FPS.
Seriously, have you ever taken cover in Halo or COD or Battlefield or whatever? Most of the time, you just stand there in front of something, and if you crouch, your perspective and range of motion is essentially unchanged. Basically, you just shrunk down a bit. In real life, crouching and moving while crouching can be exhausting, and your movement is far more limited. Mostly because your lower body and whatever gear you may have on is in the way. Also, when shooting out of corners, you're not supposed to strafe out of cover, exposing most of your body and still have a perfectly horizontal and unobstructed view of the area, although most recent FPS fix this. See Far Cry 3's blindfire, for example . . . Which still isn't as "blindfire" as it should be, and now suffers the same "Lean out of corners while being stealthy and out of people's field of vision (AKA something they can shoot)" issue that Dishonored suffered from. Honestly, most of gripes about FPS stems from that quote up there. There's so much more going on in everything you do in first person in real life than what first person shooters portray. And well, I don't blame them. It must be a pain to have to animate and map out so much movement. And well, one of the major things about that, which I don't think they'll be able to nail any time soon is . . .
In real life, we have necks that allow us to view different directions while still having a set position. It's amazing, I know.
In real life, when you take cover behind something, you may be facing the general direction of whatever the immediate threat is in order to be prepared to counterattack . . . But you can still turn your head and have a nearly 360-degree view of your surroundings while doing so. And well, as unrealistic as the whole third person view thing is . . . It's probably the closest thing we have to having functional necks in gaming. I mean, just turn the camera, right? That's sorta how looking around is in real life. And unlike in first person shooters, you don't have your character moving along and changing the position or pose of his body while doing so. Looking around in an FPS breaks the immersion for me, because I'll definitely see other people doing it too, and watching the animations kills it. Seriously, you don't move your feet and move backwards while still gripping your gun and having your upper torso be in the same stance when looking around. No, you rotate your neck and if necessary, slightly girate your hips or back to do so. You'll rarely completely spin around in real life, unless you plan to head in that new direction. And well, that leads us to one final aspect about gameplay that I prefer in TPS rather than FPS.
When you run, fight, crouch, jump, strafe and interact with the environment in a third person shooter . . . It usually feels like you're doing so.
Ok, so maybe that's kinda weird. I mean, it's not always the case, since awkward camera angles and disruptive environments with lots of stuff going on in front of your view on the screen kinda tend to break that immersion as well . . . But it still feels different to me. I think the issue is, ironically, that the attempt to emulate your real life perspective and projection of motion in first person is what shatters the feeling of projecting your movement in an FPS. And this is mostly because, rarely, you'll feel like you're interacting with the environment. I'm gonna pull out that old "You're a floating camera with arms and a gun in front of you and that's it" argument here, because most of the time, that's how it feels like. When I run, fight, crouch, jump or strafe and interact with my environment in a TPS, it mirrors the movement of real life well enough that I can reflect feeling that projection. Instead of just having floating objects hovering in suspended animation in front of me when I "pick them up". Then again, I guess that all boils down to how detailed and in-depth a game wants it's animations to be, but usually, TPS have it down pretty good.
To sum it up easily:
The part where the ball's floating along with you is not what playing basketball feels like, and the part where Jensen slam dunks is what it actually feels like . . . To some extent. I mean, both of those examples are rather disconnected from reality. But, then again, subjectivity is also fairly disconnected from reality, right?