{'fraction_non_alphanumeric': 0.025380710659898477, 'fraction_numerical': 0.0, 'mean_word_length': 4.861386138613861, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Screenshot from Id Software's Quake Iii: Arena Showing the Typical Player and Spectator Experience in Architectural Environment-based Games

The view is limited to a single room of a particular level (here, the Temple of Retribution), so understanding the overall environment and its uses is equally limited. Players and spectators alike find it difficult to know how the various players are moving though the level, where the weapons and power-ups are located, how the floors are laid out and linked, the quickest paths from place to place, the good places to hide, and the places to avoid.