to cast the player as someone "interestingly morally compromised" who had a stake in the situation. Seamus Blackley designed the game's physics system, which is a modified version of the one he wrote for Looking Glass's flight simulator Flight Unlimited. At the time, Church described it as "far more sophisticated than what you would normally use for an indoor game". The system governs, among other things, weapon recoil and the arc of thrown objects; the latter behave differently based on their weight and velocity. The game's most complex physics model is that of the player character. Church explained that the character's head "tilts forward when you start to run, and jerks back a bit when you stop", and that, after an impact against a surface or object, its "head is knocked in the direction opposite the hit, with proportion to [the] mass and velocity of the objects involved". On coding physics for Looking Glass Technologies games, Blackley later said, "If games don't obey physics, we somehow feel that something isn't right", and that "the biggest compliment to me is when a gamer doesn't notice the physics, but only notices that things feel the way they should". Spector's role as a producer gave him the job of explaining the game to the publisher, which he called his "biggest challenge". He explained that they "didn't always get what the team was trying to do", and said, "You don't want to know how many times the game came this close to being killed (or how late in the project)". According to Church, Looking Glass' internal management largely ignored System Shock, in favor of the concurrently-developed Flight Unlimited—the game "that had to be the hit, because it was the self-published title". Spector organized a licensing deal between Electronic Arts and Looking Glass that gave the former the trademark to the game, but the latter the copyright. His goal was to ensure that neither party could continue the franchise without the other's involvement. While Cyberspace was originally conceived as a realistic hacking simulation—which could even be used to reimplement SHODAN's ethical constraints—it was simplified after Origin Systems deemed it too complicated. The game's star field system was written by programmer James Fleming. Marc LeBlanc was the main creator of the game's HUD, which he later believed was too complicated. He said that it was "very much the Microsoft Word school of user interface", in that