1997Q2/
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<H1>Re: [MUD-Dev]  over the shoudler view</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  over the shoudler view</LI>
<LI><em>From</em>: Raz &lt;<A HREF="mailto:muddyraz#mushroom,demon.co.uk">muddyraz#mushroom,demon.co.uk</A>&gt;</LI>
<LI><em>Date</em>: Sat, 07 Jun 1997 23:46:20 GMT</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:muddyraz#mushroom,demon.co.uk">muddyraz#mushroom,demon.co.uk</A></LI>
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<PRE>
On Fri, 6 Jun 1997 08:20:19 PST8PDT, JeffK wrote:

&gt; &gt;An advantage of "over the shoulder" is that some basic peripheral
&gt; &gt;vision is given to the player.  Anyway, I prefer this one.  The
&gt; &gt;specifications of the average monitor makes first person seem like you're
&gt; 
&gt; Yep, this is what I meant by "environmebntal awareness", but ist not as
&gt; good as a more diastant 3/4 view or an overhead gives you, or even as much
&gt; as a side view gives you. Its kinda a comrpomise before full 1st eprson POV.

Wow - do I actually get to make use of some real life experience here??
First time for everything =)

I work for a games company who produce hard-core flight sims, and I'm
blessed *cough* to be in one of the more 'customer facing' roles =)
Something I've picked up is that you can never give someone (well, a flight
simmer, anyway) enough situational awareness; they'll always call for more.
It would be realistic (in our sims and in a graphical Mud) that the
viewpoint is both first person and limited in field when you're facing
forwards.  However, our players demand not only that their pilot's head can
be turned realistically, but that they're provide with tracking cameras
that follow their craft (with full spherical panning), spectator views,
remote views, weapon tracking views and locked target views!

Something to consider for a graphical Mud..?

Raz

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<LI><STRONG><A NAME="01220" HREF="msg01220.html">Re: [MUD-Dev]  over the shoudler view</A></STRONG>
<UL><LI><EM>From:</EM> Jeff Kesselman &lt;jeffk#tenetwork,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="01228" HREF="msg01228.html">Re:[DESIGN] the physcis of magic.</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 06 Jun 1997, 12:57 GMT
<LI><strong><A NAME="01227" HREF="msg01227.html">Re: [MUD-Dev]  Lorry's document on wizard-hood</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 06 Jun 1997, 12:44 GMT
<UL>
<LI><strong><A NAME="01264" HREF="msg01264.html">Re: [MUD-Dev]  Lorry's document on wizard-hood</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 10 Jun 1997, 02:39 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01220" HREF="msg01220.html">Re: [MUD-Dev]  over the shoudler view</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 06 Jun 1997, 11:52 GMT
<UL>
<LI><strong><A NAME="01252" HREF="msg01252.html">Re: [MUD-Dev]  over the shoudler view</A></strong>, 
Raz <a href="mailto:muddyraz#mushroom,demon.co.uk">muddyraz#mushroom,demon.co.uk</a>, Sun 08 Jun 1997, 07:33 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01218" HREF="msg01218.html">Re: DESIGN: The Physics of Magic</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Fri 06 Jun 1997, 11:29 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01219" HREF="msg01219.html">Re: DESIGN: The Physics of Magic</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Fri 06 Jun 1997, 11:45 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01217" HREF="msg01217.html">TSR has been bought.</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 06 Jun 1997, 07:47 GMT
<LI><strong><A NAME="01216" HREF="msg01216.html">I have no words and I must design</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 06 Jun 1997, 07:28 GMT
</LI>
</UL></BLOCKQUOTE>

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