Shismar: No, I am not. Playing a aclose range action game that should be in ego perspective in 3rd person makes me want to pull out my eyeballs and stick 'em into the screen after 30 minutes. Been there, done that, have W3 and will never play it. I am not missing anything, I am saving myself endless pain and discomfort.
Worst experience was D&D online. In third person view, that stupid dwarf would put his flaming 2-haender on his shoulder, right into my left eye. I actually developed phantom pain from that, it hurting every time he did that. No to mention, that I have to watch horrible animations all the time, stare at a guys ass and just feel like I am moving a puppet on strings. No immersion, no joy, nothing lost.
Well, first off: Games are designed to work with the perspective they have for a reason, and often NO, it ISN'T a simple matter of just shoving the camera into first-person position and you're done. The animations that exist need to be reworked (often heavily) to look appropriate in first person. And more importantly, core gameplay which relies on the spatial awareness you have in third person means that first-person is functionally handicapping yourself and removing access to tools the game is balanced around.
And it's worth noting that, particularly for melee combat, third-person is a BETTER represenation of a person's situational awareness than first person. And I say this as someone with a history of years of martial arts, including armed and unarmed fighting in various styles (ranging from Karate to HEMA). You don't have a floating camera behind your head when you fight (obviously) but you're not stuck with a tiny 60 to 90 degree arc of vision and you have senses which videogame outputs can't provide which allow for awareness of opponents nearby and outside of your (already wider than first person) field of vision.
I won't defend D&D Online because I never played enough of it to care and that particular example sounds hilariously bad, but there are plenty of good reasons why games can - and often should - be designed without first person as a viable option.
(and yes I know I'm late to the conversation, deal with it...)