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Video Game SpacesImage, Play, and Structure in 3D Worlds$
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Michael Nitsche

Print publication date: 2008

Print ISBN-13: 9780262141017

Published to MIT Press Scholarship Online: August 2013

DOI: 10.7551/mitpress/9780262141017.001.0001

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Examples of Spatial Structures in Game Spaces

Examples of Spatial Structures in Game Spaces

Chapter:
(p.171) 11 Examples of Spatial Structures in Game Spaces
Source:
Video Game Spaces
Author(s):

Michael Nitsche

Publisher:
The MIT Press
DOI:10.7551/mitpress/9780262141017.003.0098

This chapter discusses a number of significant spatial structures to determine the practical shape that architectural references take in the world of video game spaces. These structures arrange the spatial units in their own way: paths, edges, and regions, as well as the use of textures, vistas, and colors, define their appearance and functionality. Based on the connection between the spatial logic of architecture and its implementation in game worlds, the chapter closes with an abstracted model for space-driven functionality. In many ways, this model is a large-scale version of the argument for evocative narrative elements in game spaces, one that projects them into larger terrains and levels.

Keywords:   video game spaces, narrative elements, spatial structures, architecture, space-driven functionality

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