The camera moves through the game world under the player's control. This often appears in games where the player controls multiple entities and there is no specific entity for which teams or armies compete. (That is, unlike many sports, there's no ball, puck, or similar game token that localizes where action significant to the game takes place.) Strategy games and puzzle games with play areas larger than one screen often use a roaming camera view.
Strong example Homeworld [Relic, 1999] provides the player full control over a three dimensional camera view of the game's three dimensional game space. Player's control over the camera is only limited by the outer bounds of the game world.
Relic, developer (1999). Homeworld. Sierra, windows edition.