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<H1>RE: [MUD-Dev]  Graphical mud perspectives</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>'" &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</LI>
<LI><em>Subject</em>: RE: [MUD-Dev]  Graphical mud perspectives</LI>
<LI><em>From</em>: "Koster, Raph" &lt;<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 23 Jan 1998 09:55:42 -0600</LI>
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<PRE>
On Thursday, January 22, 1998 10:56 AM, Nathan 
Yospe[SMTP:yospe#hawaii,edu] wrote:
&gt; On Thu, 22 Jan 1998, Richard Woolcock wrote:
&gt;
&gt; :Okay I know we have discussed graphical muds a fair bit, but 
something
&gt; :I've been thinking about while debating if I should code a 
graphical
&gt; :mud is what sort of perspective view to have.  The different types 
I
&gt; :can think of are:
&gt;
&gt; :* First person perspective: You see what your character sees, like
&gt; :  Doom/Quake/Daggerfall/etc.
&gt;
&gt; Problems: Suffers from general sillyness in a non-VR environ, thanks 
&gt; to the square shape of your monitor.

Used by Meridian 59, and default perspective for the upcoming 
Asheron's Call, EverQuest, and a few others. Pretty much demands the 
use of a standard text mud window alongside it, as there is no way of 
putting the output from speech into the picture. Also, not only does 
the lack of peripheral vision cause problems, but the limitations of 
the window size mean that an group conversation usually takes place 
with everyone spaced apart by 30 feet, just so you can actually see 
the other guys in the window. You end up in the odd position of 
actually ignoring the graphics...

There is also the issue of player psychological expectation. Many 
argue that a 1st person view conditions the player into an "action 
game mentality" purely because of the history of so many other 1st 
person games that are combat-oriented. Then there's the large 
contingent that feels it is more immersive.

&gt;
&gt; :* As above, except your character is standing forward slightly (as
&gt; :  if you are standing behind them).  While a little more awkward,
&gt; :  this does allow you to see your character performing manoevers -
&gt; :  so if you do a backflip, you see your character do it rather 
than
&gt; :  see the screen spin 360 degrees.
&gt;
&gt; Also known as over the shoulder or floating cam view.

Also often termed "the Tomb Raider view" these days. :)

EverQuest, and I believe Asheron's Call as well, support this view. 
(Both of them use 3d engines that support multiple camera views. EQ 
seems to be going all out with this, supporting isometric, overhead, 
sideview, and various others).

&gt; :* Overhead view: Like the old Ultima games, or perhaps Gauntlet 
(hey,
&gt; :  anyone for a game of mud-gauntlet? ;).  It could also be done in 
a
&gt; :  similar way to WarcraftII/Command and Conquer/Total Annihilation, 
&gt; :  except with each player controlling a single 'unit'.  The 
trouble
&gt; :  with this is that you rapidly start moving away from all social
&gt; :  aspects.
&gt;
&gt; I'd guess Raph has something to say about this. I think UOL uses 
this
&gt; view, no? BTW, I still like the first and third (and portable) 
Zeldas
&gt; for their approach to this. (The new one is, it would seem, OTS, 
very
&gt; high polygon count, and extremely detailed.)

Actually, straight overhead is used by Dark Sun Online, and Legends of 
Kesmai.

&gt; :* Isametric view: Syndicate, Diablo, Dungeon Keeper, etc.  Suffers
&gt; :  from similar problems to overhead views - although I keep 
thinking
&gt; :  of the way you can 'switch' into creatures in Dungeon Keeper 
(gaining
&gt; :  a first-person perspective view), which could make things a bit 
more
&gt; :  interesting perhaps

Actually, isometric view is what UO uses. Since it's a bitmap engine, 
not a 3d engine, it's non-rotatable, like Diablo's, only technically 
it's an isometric orthagonal view (distorted like an architectural 
diagram). There's a strong group that's partisan to this over 1st 
person views, because they find seeing your character to be more 
immersive, and because it makes grouping together more visible, etc. 
Many others find it less immersive ("is that my guy down there?").

&gt; Hmmm. What about side-scroller view? *duck* Okay, forget I said 
that.

Hey, Sierra's "The Realm" uses this view. :) So it has indeed been 
done. Realm supports moving in and out of the side view, however.

-Raph


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00301" HREF="msg00301.html">Clients based on Netscape 5?</A></strong>, 
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Sat 24 Jan 1998, 01:16 GMT
<LI><strong><A NAME="00295" HREF="msg00295.html">Re: [MUD-Dev]	OT: Socket programming - platform specific</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 23 Jan 1998, 15:49 GMT
<UL>
<LI><strong><A NAME="00304" HREF="msg00304.html">Re: [MUD-Dev] OT: Socket programming - platform specific</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 24 Jan 1998, 19:46 GMT
<UL>
<LI><strong><A NAME="00306" HREF="msg00306.html">Re: [MUD-Dev] OT: Socket programming - platform specific</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sun 25 Jan 1998, 01:15 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00297" HREF="msg00297.html">RE: [MUD-Dev]  Graphical mud perspectives</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Fri 23 Jan 1998, 15:47 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00298" HREF="msg00298.html">Re: [MUD-Dev]  Graphical mud perspectives</A></strong>, 
Mike Sellers <a href="mailto:mike#online-alchemy,com">mike#online-alchemy,com</a>, Fri 23 Jan 1998, 17:42 GMT
</LI>
<LI><strong><A NAME="00299" HREF="msg00299.html">RE: [MUD-Dev]  Graphical mud perspectives</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Fri 23 Jan 1998, 18:21 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00289" HREF="msg00289.html">Graphical mud perspectives</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Fri 23 Jan 1998, 00:24 GMT
<UL>
<LI><strong><A NAME="00290" HREF="msg00290.html">Re: [MUD-Dev]  Graphical mud perspectives</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 23 Jan 1998, 00:57 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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