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Topological models of game space organization

Figure 129 Bi-dimensional movement in Wolfenstein ( 2009) : snapshot from game and map of game space

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Three-Dimensional gameplay in 3D space

When the cardinality of the game world and game play are both in 3 orthogonal axes player have

freedom of movement and action in three directions. They can walk, jump in vertical, look around in

every direction and in some cases depending on the game, even fly.

Figure 130 3-dimentional gameplay in Final Fantasy and Elder scrolls: Oblivion (2009)

Topological models of game space organization

According to Squire and Jenkins game space is organized in the way that player is guided in the game

world, to meet game challenges, keep player engaged in the game world and make the story unfold

beforehand. Therefore, game space depends on the narrative structure. It can be perceived as a mental

map in which the player traces relationships between his location and the surrounding pattern and can

include also significant features that mark important locations. In this regard game space is similar to

architectonic and urban space as read by Kevin Lynch (1960), in which there are always some hints to

orientation and wayfinding. According to Nitsche (2008), game space can be classified based on the

layout in three basic models of game space: rail and track; labyrinth and maze and playground or arena

space.

 Linear or rail and track space. Linear space is the simplest of video game space based on an

axial development, along which the player is guided.

 Labyrinth or maze space. Labyrinth and maze space are metaphor of spaces difficult to traverse,

with meandering paths. The lack of visual hints in these models of space create confusion and

disorientation and make user hard to get out toward exit point. Nevertheless, there are forms of

labyrinth which trigger interest such as maze, which is more open to be traversed and discovered

in different ways compared to single path labyrinth and rhizomatic structures based on

branching paths which are more dynamic. Linear labyrinths are mostly considered as tour space

while complex labyrinth created mapped spaces. In both cases player’s movement is restrained within certain limits. In a complex maze, moreover, movement in space is constrained within

certain limits as the space present different barriers and there is limited visibility of the player. It

makes it difficult to be understood so in many cases labyrinth spaces present orientation maps.

Otherwise they must have few orientation points as part of the chaotic structure through which

the memorizing the path.

Figure 131Friedrich von Borries, Steffen P. Walz, Matthias Böttger, ( 2007) Space Time Play Computer Games, Architecture and Urbanis 7 Birkhäuser Verlag AG

 Playground/ Arena space. Playground space or arena is an open space defined by free narrative,

where clues are not important since the space is free to be explored and has high visibility. It is

usually used in case of battles, football games etc. Arena space due to its high visibility is less

explorative space, as it does not trigger surprise and the desire to discover it.

Schell and Adams (2009) detailed these models in other specific spatial layouts: a linear model, grid,

web, divided space and points in space. Models defined by Schnell are the following:

 Linear model is based on the same concept of Nitsche’s “rail and track” model of game space, in

which the player moves along one corridor and follows a fixed sequence of events, with no

possibility of branching. (ex. “Candyland”, “Super Mario Bros”. However, this does not mean

that space is arranged in one direction, but only that it is limited in terms of choice.

Adams (2009 proposed also a parallel layout model and a ring or loop layout as a variant of the

linear model. The Parallel linear model enables the possibility to switch from one line to the

other, in parallel tracks, while in the ring model the starting point returns to the ending point

forming a loop and in some cases include the possibility of parallel shortcuts.

Figure 132 Linear, parallel and ring layout of game space ( Adams, 2009, p.366)

Figure 133 Grid, Network and Combined layout of game space (Adams, 2009, p.366)

 Grid model is commonly arranged within a discrete space and movement depends on space

shapes. ( ex. Chess)

 Web or network model is based on the possibility multiple movement on different points on

map forming itineraries from one space to the other. This model gives the player the possibility

to choose the path to take, so the sequence of events is not fixing. This mean that the story

should take into account any sequence of events enabled by the space structure.

 A combination model is based on the use of two or more models (for example the linear and the

network model. In this case, the model is based on a hierarchy and layered space organization

and the player can explore a certain space and then move on a different level of space.

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