In order to prevent players from feeling disoriented and frustrated, visually presented games maintain continuity in the view they provide the player by binding the view to something within the world. In some cases the camera is bound to a location in the game world (located camera), in others it is bound to a game entity, such as the players in-game avatar (targeted camera), and in others it is bound to the players controls (roaming camera).
These methods are not always implemented in a mutually exclusive fashion. In many games where the camera targets the players avatar, the game provides a degree of player control over the camera angle, as seen in games like Super Mario 64 (Miyamoto, 1996) and The Legend of Zelda: The Wind Waker (Aonuma, 2002).
Aonuma, E. (2002). The Legend of Zelda: The Wind Waker. Nintendo, Gamecube edition.
Miyamoto, S. (1996). Super Mario 64. Nintendo, Nintendo 64 edition.