In the interest of finding a certain field of view to target in a 3D game, I wanted to settle for a number that hopefully has as little arbitrariness as possible. One approach that seems to be used is to treat the player's screen as a window into the virtual world, meaning that there is a 1:1 correspondence with the virtual field of view and the screen's occupied area of the vision. The obvious problem with this is that players have wildly varying screen sizes and viewing distances, but even if this were accounted for, the resulting field of view would be way too low for a lot of people's comfort, including myself.
More realistically, you need to be able to see at least 90 degrees horizontally in the virtual world. That number, 90, is a staple of the gaming world, owing to its mathematical significance as an angle. However, because screens now more than ever aren't square, the verticality is more or less neglected when only the horizontal portion is taken into account. For this reason, an effective horizontal field of view that is higher than 90 degrees is desirable, but at the same time, we don't want a ludicrous amount of distortion that occurs as we approach 180 degrees, and this is where the question arises: How high should it be?
I realize that making this parameter configurable is good move, but even then, there should be a reasonable default and maximum value.