• Mouselook viable only at framerates higher than mid-90's PC games could really hope for.
• Looking Glass and the "immersive sim" as part of a 90's simulation-eager zeitgeist
• Simulation & combinatorics in Underworld & beyond as a confluence of their inexperience and the Ultima series philosophy
• As jazz is as much about the notes one does not play, a smart game design is also "what you don't have to simulate."