When you see your character from afar, standing in front of a chest, you can think of him in three different ways:
- I am standing in front of the chest.
- My character is standing in front of the chest.
- The character is standing in front of the chest.
Notice that it's not trivial (or probably possible, in my personal case) to think of him as an "you" as said by someone else. However, if someone else saw your character, their options would be as follows:
- You are standing in front of the chest.
- Your character is standing in front of the chest.
- The character is standing in front of the chest.
A lot simpler now. That's because it's unnatural to view the world from someone else's perspective (sort of human nature I guess, we evaluate everything around us according to ourselves). In short, we can talk about ourselves and other things from our point of view. We can't talk about ourselves and other things from someone else's point of view.
There are certain ways to guide the player to adopt one of these points of view. For example, the first person camera helps the player think he's the actual character in the game. Same for narrators 'speaking' directly to the player.
The third person narration (as seen in Bastion and others) places the player far away from the character so that he is able to see a larger picture of everything involving and surrounding his avatar.
I do not believe it's possible to find such a trick to help with the 2nd person perspective, for the reason mentioned above.