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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></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Graphical mud perspectives</LI>
<LI><em>From</em>: Mike Sellers &lt;<A HREF="mailto:mike#online-alchemy,com">mike#online-alchemy,com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 23 Jan 1998 09:39:50 -0800</LI>
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<PRE>
At 07:58 AM 1/23/98 PST8PDT, Koster, Raph wrote:
&gt;On Thursday, January 22, 1998 10:56 AM, Nathan 
&gt;Yospe[SMTP:yospe#hawaii,edu] wrote:
&gt;&gt; On Thu, 22 Jan 1998, Richard Woolcock wrote:
&gt;&gt; :* First person perspective: You see what your character sees, like
&gt;&gt; :  Doom/Quake/Daggerfall/etc.
&gt;&gt;
&gt;&gt; Problems: Suffers from general sillyness in a non-VR environ, thanks 
&gt;&gt; to the square shape of your monitor.
&gt;
&gt;Used by Meridian 59, and default perspective for the upcoming 
&gt;Asheron's Call, EverQuest, and a few others. Pretty much demands the 
&gt;use of a standard text mud window alongside it, as there is no way of 
&gt;putting the output from speech into the picture. 

OTOH, with overhead views using "text over the head" people complain that
you can't have a conversation with more than a few people on the screen,
and they have to stand far apart so their words do not overlap.  Also,
without a separate text window, there is no history of the conversation --
which may be good or bad, depending how you look at it.  

&gt;Also, not only does 
&gt;the lack of peripheral vision cause problems, but the limitations of 
&gt;the window size mean that an group conversation usually takes place 
&gt;with everyone spaced apart by 30 feet, just so you can actually see 
&gt;the other guys in the window. You end up in the odd position of 
&gt;actually ignoring the graphics...

I've seen people ignoring the graphics only when in an intense
conversation; the other problem like this that occurs is detachment, where
people move around disconnected from the conversation they're having.  But
neither of these is a major issue, and I don't think I've seen the 30-foot
spacing you're talking about; I've actually been rather pleased with the
cocktail party spacing of conversations first-person can give you.  

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

I think the "more immersive" crowd is going to win out as time goes on.
I'd even be willing to bet that later incarnations of UO have a
first-person or variable camera (includin FP) aspect.  On that note, have
any of you played San Francisco Rush?  It's a great arcade driving game,
but it seems much more difficult to play in "first person" mode than in
"over the shoulder" or guardian angel mode.  So FP isn't a global solution
by any means.  

&gt;&gt; Hmmm. What about side-scroller view? *duck* Okay, forget I said 
&gt;that.
&gt;
&gt;Hey, Sierra's "The Realm" uses this view. :) So it has indeed been 
&gt;done. Realm supports moving in and out of the side view, however.

I know of a very cool side-scroller shooter (not a mud) that's coming out
soon.  And Castle Infinity was/is a sidescroller, and is sort of a muddish
thing for kids.  Oh, and Abe's Odyssee, also not a MUD, but muddable I
suspect, is a side-scroller.  Don't write this view off entirely yet --
certainly don't write it off any more than pure text!



--

Mike Sellers   Chief Alchemist -- Online Alchemy   mike#online-alchemy,com

"One of the most difficult tasks men can perform, however much others 
may despise it, is the invention of good games.  And it cannot be done 
by men out of touch with their instinctive values."  - Carl Jung

</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<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
<UL>
<LI><strong><A NAME="00291" HREF="msg00291.html">Re: [MUD-Dev]  Graphical mud perspectives</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Fri 23 Jan 1998, 01:40 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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