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Subjective

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Subjective

Ludic View Structure anchoring: subjective

The camera is inside the focus entity – the image shows what the entity itself would see. The agent looks through the character’s eyes. The entity itself is invisible (at most hands, weapon, tool at the bottom of the frame).

Design question – When is “subjective (in-entity)” the right choice for the anchoring dimension?

Reference example – Game examples: Half-Life 2 · Minecraft · Metroid Prime.

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VC-02 Proximal
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