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DiGRA
Distilling the key insights…
This paper examines the basic spatial configurations found in videogames from the earliest titles to the present day, focusing on how these configurations position the player relative to the playfield and how they shape gameplay. Its central argument is that most videogame spaces can be accounted for by a small set of features: the cardinality of gameplay (how many axes the player can move along), the cardinality of the gameworld (how the space can be navigated), and the representation (whether the space is depicted in two or three dimensions). The analysis also distinguishes discrete segmentation, in which the world is divided into screen-sized fragments, from continuous presentation, in which the space scrolls or moves with the viewpoint. The authors deliberately exclude games that import footage or photographs from other media, as well as overlay maps and split-screen methods.
The paper organizes its findings into tables that cross these features for two-dimensional and three-dimensional representations, supported by historical examples ranging from arcade titles such as Galaxian, Pac-Man, and Spy Hunter to later works such as Prince of Persia, The Legend of Zelda series, Doom, Metal Gear Solid, and Unreal Tournament. A central observation is that the cardinality of gameplay is usually smaller than that of the gameworld or its representation, so that a space rendered in 3D may be navigable in only two dimensions. The analysis also identifies techniques such as wraparound, locked scrolling, and the use of multiple camera views as ways to complicate or extend space within these basic configurations.
The authors conclude that technological progress has expanded rather than replaced earlier spatial configurations, and that recent designs increasingly align the cardinality of representation, gameworld, and gameplay. They suggest that future innovation is more likely to occur in the creation of new gameworld cardinalities, such as spaces that reconfigure dynamically or are impossible to conceive in physical reality. The work is explicitly framed within the Game Ontology Project and is positioned as an alternative to earlier analyses, notably Wolf's, by placing greater emphasis on the historical development of the medium and its intrinsic digital properties rather than on comparisons with film.
The Legend of ZeldaGame · Nintendo R&D4 · 1986 · 100 documents
Metal GearGame · Konami · 1987 · 33 documents
Metal Gear SolidGame · Konami Computer Entertainment Japan · 1998 · 28 documents
Unreal TournamentGame · Epic Games · 1999 · 5 documentsEach row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
DiGRA · 2011