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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.

