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<H1>Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat</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] The Lessons of Lucasfilm's Habitat</LI>
<LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Thu, 05 Jun 97 09:52:06 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI>
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<PRE>
In &lt;<A HREF="msg01151.html">9706041521.842b#ami-cg,GraySage.Edmonton.AB.CA</A>&gt;, on 06/04/97 
   at 08:18 PM, cg#ami-cg,GraySage.Edmonton.AB.CA (Chris Gray) said:

&gt;[Chris L:]

&gt;:Dr Cat (I think I sent him an invitation once, please feel free to
&gt;:send him another), did a *really* good summary of the comparitive
&gt;:interface benefits and game-experience implications of 1st person PoV,
&gt;:overhead, back of the head, avatar, etc back in r.g.m.* about 8 - 10
&gt;:months ago.  

&gt;I think I remember the article, and I thought I had saved it, but
&gt;couldn't find it just now when I went looking. I don't believe he
&gt;came down very stronly on one viewpoint or another, however. His
&gt;DragonSpires game does use an overhead view style, though.

He didn't come down one way or the other.  He discussed the area along
with with the pros and cons of each interface and how it would affect
the playing experience.  

Unfortunately DragonSpires appears to be dead.  &lt;sigh&gt;  I had a lot of
hopes for that game despite its furry take.

Damn.  I'm gonna have to dig that article up now.

-- 
J C Lawrence                           Internet: claw#null,net
(Contractor)                           Internet: coder#ibm,net
---------------(*)               Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...


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<LI><STRONG><A NAME="01151" HREF="msg01151.html">Re: [MUD-Dev]	The Lessons of Lucasfilm's Habitat</A></STRONG>
<UL><LI><EM>From:</EM> cg@ami-cg.GraySage.Edmonton.AB.CA (Chris Gray)</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="01193" HREF="msg01193.html">Greetings</A></strong>, 
Koster, Raph <a href="mailto:rkoster@origin.ea.com">rkoster@origin.ea.com</a>, Thu 05 Jun 1997, 22:16 GMT
<LI><strong><A NAME="01188" HREF="msg01188.html">Re: [MUD-Dev]  Computers can't....</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk@tenetwork.com">jeffk@tenetwork.com</a>, Thu 05 Jun 1997, 12:47 GMT
<LI><strong><A NAME="01172" HREF="msg01172.html">Re: (fwd) DESIGN: The Physics of Magic</A></strong>, 
coder <a href="mailto:coder@ibm.net">coder@ibm.net</a>, Thu 05 Jun 1997, 11:36 GMT
<LI><strong><A NAME="01151" HREF="msg01151.html">Re: [MUD-Dev]	The Lessons of Lucasfilm's Habitat</A></strong>, 
Chris Gray <a href="mailto:cg@ami-cg.GraySage.Edmonton.AB.CA">cg@ami-cg.GraySage.Edmonton.AB.CA</a>, Wed 04 Jun 1997, 21:47 GMT
<UL>
<LI><strong><A NAME="01241" HREF="msg01241.html">Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat</A></strong>, 
clawrenc <a href="mailto:clawrenc@cup.hp.com">clawrenc@cup.hp.com</a>, Sat 07 Jun 1997, 04:25 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01098" HREF="msg01098.html">Re: [MUD-Dev]	Room-based vs. coordinate-based</A></strong>, 
Chris Gray <a href="mailto:cg@ami-cg.GraySage.Edmonton.AB.CA">cg@ami-cg.GraySage.Edmonton.AB.CA</a>, Tue 03 Jun 1997, 21:39 GMT
<UL>
<LI><strong><A NAME="01152" HREF="msg01152.html">Re: [MUD-Dev] Room-based vs. coordinate-based</A></strong>, 
clawrenc <a href="mailto:clawrenc@cup.hp.com">clawrenc@cup.hp.com</a>, Thu 05 Jun 1997, 00:05 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01330" HREF="msg01330.html">Re: [MUD-Dev]	Room-based vs. coordinate-based</A></strong>, 
Chris Gray <a href="mailto:cg@ami-cg.GraySage.Edmonton.AB.CA">cg@ami-cg.GraySage.Edmonton.AB.CA</a>, Mon 16 Jun 1997, 21:48 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01085" HREF="msg01085.html">Re: [MUD-Dev]  The reality of constant combat??</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc@ix.netcom.com">jlsysinc@ix.netcom.com</a>, Tue 03 Jun 1997, 13:37 GMT
</LI>
</UL></BLOCKQUOTE>

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