In games like League of Legends, novice players are often derided for poor camera control leaving unnecessary screen real estate for where there is no danger, while obscuring the vision for where the threats are.<p>I believe that this tendency is a result of the crummy way RTS cameras works, and is an unnecessary segregation point that does not really add to skill expression.<p>By replacing the fixed-velocity panning with displacement-based panning, not only do the player have full control over how fast or how precise they want to move the camera, it also extends the natural "mouseable zone" from just the small game viewport into whole playable map.<p>Now the game window is more like the "focus of vision" while your virtual "hand" is no longer constrained to where your "eyes" are looking