And the idea itself is of course much older than that. Here's some snippets from Doug Church's interview at the time of System Shock was being developed that really illustrate the focus of LGS on this concept (bolding mine):
Quote:
(
https://www.ttlg.com/articles/SSint2.asp)
GB: So how was System Shock conceived?
[...]
It's a first-person, smooth-motion 3-D game, similar in that respect to Underworld. But System Shock has a true 6-D viewing engine, meaning that you can look absolutely anywhere, fully up and down and sideways and all, unlike UW where that capability was very limited; and we have an amazing new physics system with all kinds of effects; and we've created tons of cool objects and structures to play with...
the emphasis is on giving you a feeling of being there, in this rich, exciting, active environment you can work with.
GB: So this is not a straight shoot-em-up like Id's Doom?
DC: Hey, we made it to question two before mentioning Doom! System Shock is different in many ways, in fact almost all. It's really more an outgrowth of Ultima Underworld than anything else, without as much of the "Joe sends you to Bob" conversation-based quests, and instead pushed more towards action. But the real focus is on
creating a world in which to immerse the player.
[...]
GB: So what are you proud of in System Shock? What makes it great to play?
DC:
The immersive environment. Trying to set up a world which looks unique and interesting, which begs you to look around the corner, or down into the chasm, or up toward the cathedral-like ceiling. We've always felt that
first person games are maximally atmospheric, and in System Shock we are pushing that in as many ways as we can.
If you want atmosphere in a game,
things have to look real, and they also have to *feel* real. So in addition to the 3-D physical environment, we have a plot that goes beyond "bad things have happened, go and kill everyone." There are mystery elements, as you go through the space station and unravel what actually happened. There are log messages and email messages from the past and the present that you read during the game, and we've tried to make them more than "you must pull lever N" and instead make them feel as though they came from and are going to someone real.
[...]
So System Shock is an action-intensive 3-D game, but
the real focus is on making the 3-D world really immersive and interactive, "you are there", and that's the goal which motivates these really cool things in the game.
GB: So what can you tell us about the programming in System Shock? You said it was a "6-D" viewing engine, for example -- what does that refer to?
DC: Well, generally perceived reality has three dimensions for motion, where you're located, and three for orientation, where you're looking. In all the indoor textured games that we've ever seen, the game really has just three or four total dimensions: two or three for position, and one for orientation. You can't tilt your head or look up or down in these games, you just see straight ahead in the direction you're heading -- that's the one-dimensional orientation. That does allow all sorts of coding hacks to improve the speed of the game. We try and write 6D engines, because
we want the game to be as realistic as possible: the player can look up and down, or have a view that isn't totally flat, or tilt the head, or whatever, but that does make things tougher from the coding end.
[...]
On the other hand, the true 3-D orientation lets us do all kinds of cool things with scenes and motion. For example, when you run in real life your head naturally dips forward a bit. So in the game, when you run your view tilts a bit down, and it comes back up when you stop. And when you fire a big gun, the recoil will knock your head back about 5 to 10 degrees for a moment. You can lean forward or back, look up or down. You can crouch, jump, lean around corners or climb the walls. When you get hit in combat you get knocked around.
All these kinds of things help make it real.
[...]
GB: So what's further down the road for LookingGlass?
DC: Of course it depends a lot on how well these current projects do. One thing we're sure of is that we want to do simulations. They might be flight simulations, or ground combat simulations, or whatever, but simulations have always been our forte. And now that we have this spectacular physics engine, we want to flaunt it as much as possible! Combining that physics with our high-end rendering will allow us to
keep pushing the envelope in terms of immersive and interactive enviroments to role-play in -- our games will look and feel real, and be even more fun to play.
[..]
But we do want to keep doing simulations, especially these immersive roleplaying realities and amazingly accurate pure simulations. We had an in-house seminar a while ago from the head designer on Ultima Underworld II, now back in school becoming a playwright, on "what computer games are good for". He pointed out that computer games are fundamentally not suited for telling stories like a book or a movie, because your main character -- the player -- doesn't know what he's supposed to do! So if you try to make the game "tell a story", you end up with the player spending two hours clicking on different parts of the scene, trying to figure out what will make something happen, instead of advancing the plot.
His point was that computer games are best at giving the user a sense of place. "You are there" in an environment with real atmosphere. Because if you artificially limit users, you frustrate them. So instead you want to put users fully into the environment and let them do whatever they want, you immerse them, and then the you make the excitement come from how the environment responds to their actions. So computer games are fundamentally about putting the player into really exciting environments...
What we're trying to do at LookingGlass is push the limits in designing great environments and fully immersing the player in them.[...]