1 free read left. Create a free account for unlimited reading + AI research.
Create free accountArticle
Eludamos: Journal for Computer Game Culture
The article argues that game design is shifting from an object-centred, Euclidean 'container' view of space toward a relational understanding. Its analysis draws on sociology of space and planning theory.
This article, published in the 2007 inaugural issue of the Journal for Computer Game Culture, argues that the growing popularity of massively multiplayer online role-playing games (MMORPGs) stems largely from new spatial concepts that allow players to construct space collaboratively through communication. Drawing on sociology of space and planning theory, the author contends that game design is following the same trajectory as urban planning, moving away from an object-centred, Euclidean "container" view of space toward a relational understanding in which multiple overlapping meanings and experiences coexist.
The analysis traces how earlier games, from Spacewar and Pac-Man to first-person shooters such as Wolfenstein 3D, Doom and Quake, treated space as a deterministic structure that channels player action, often through linear, one-way labyrinths and predefined progression. By contrast, MMORPG worlds are vast, persistent and sparsely prescriptive, which the author argues allows players to reassign functions to places. Examples include wilderness hills repurposed as memorial sites for deceased players and secluded landscapes used for rendezvous, showing that spatial meaning emerges through interaction rather than design alone.
The article's evidence is primarily qualitative and interpretive, combining close readings of selected games, theoretical frameworks from Lefebvre, Löw and Graham and Healey, and observations of virtual-world behaviour, along with a designer's remarks from a developer forum. It draws on market figures, including roughly 12 million active MMORPG subscriptions as of June 2006, but does not present original survey or systematic empirical data. The scope is therefore conceptual, focused on the design and social dynamics of online role-playing worlds rather than on a broad population study.
Eludamos: Journal for Computer Game Culture · 2026
DiGRA · 2007