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But, as I attempted to prove above, immersion is subjective. It is an exploration game based on an immersive atmosphere. Sea of Thieves is neither of those types of games. If Sea of Thieves was a cover-based shooter, I'd understand points like "you shouldn't be able to look around the corner without exposing yourself". If Sea of Thieves was a stealth game, I'd understand points like "you shouldn't be able to see behind you without looking". Now, as for the gameplay balance of the two, like I mentioned before, both have their advantages, so there's really no reason to alienate a player-base for the sake of "equality". This is often the biggest cause of motion-sickness for gamers in first-person view, as this view requires a ridiculous amount of camera-turning to be able to focus on anything.
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The rest is still in your peripheral vision. This also simulates realistic "peripheral vision" because even if more of the world is within your view, you only see as much as what you're focusing on.
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Third-person view gives a better simulation of this, despite still being unrealistic.) (Seriously, while we don't have a sixth sense in real life, we can generally tell if someone is standing right behind us. Oěeing able to tell if someone is behind you. O Generally being able to tell what each of your body parts is doing, or even just where it is. O Walking on narrow paths and being able to tell if you're balanced properly.
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