(In Worlds in Play)
- Spatial configurations from early games to today, how they position the player, how they affect gameplay
- "Cardinality of gameplay," how the player can have in the game (1D, 2D, 3D), distinct from spatial representation (2D, 3D)
- Discrete vs continuous spaces, segmentation (contiguous would be a better word here!)
- Unlikely for more spatial configurations to emerge, but possibly new, impossible cardinalities (Portal, etc?)
- 2D single screen (discrete); 2D space/1D gameplay (discrete or continuous); 2D space/2D gameplay (discrete or continuous); 3D space/1D gameplay (continuous); 3D space/2D gameplay (discrete or continuous); 3D/3D (discrete or continuous);
August 24, 2010
Clara Fernández-Vara, José Pablo Zagal, Michael Mateas, "Evolution of Spatial Configuration in Videogames"
Labels:
Fernández-Vara,
Mateas,
Zagal