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G|A|M|E – The Italian Journal of Game Studies
The essay argues that two-dimensional visualization remains a meaningful mode of control in digital games.
This critical essay by Enrico Gandolfi argues that two-dimensional visualization remains a central and meaningful mode of control in digital games, despite the dominance of 3D engines in the mainstream industry. Rather than treating 2D as a nostalgic relic confined to indie titles, handheld or low-spec hardware, or casual simplification, the author contends that our cognitive visualization of game space still follows map-like representations even in AAA productions. Drawing on cultural theorist Stuart Hall's account of representation through conceptual maps and signs, the essay frames game interfaces as configurative systems that orient players' intentions and actions.
The central analytical contribution is a typology of situational maps in games. The author distinguishes contingent dispositifs, which describe immediate urgency through elements such as health indicators or inventory screens, from temporal tracks that record past performance, such as kill counts or goal completion, which connect to gamification logic. A third category, the diorama, is proposed for meta-level maps that symbolize the entire gaming situation and function as active instruments during play. The essay argues that 2D tends to convey a sense of control and clarity, while 3D can produce immersion but also obscure information, and that switching between dimensions can either strengthen or disrupt player engagement.
The essay supports its claims through illustrative case studies rather than empirical data or survey methodology. Titles such as Terraria and Minecraft are examined as examples of 2D or reduced-detail worlds that foster a sense of mastery over encyclopedic information, while Assassin's Creed: Revelations and Shogun 2: Total War show how strategic overlays and diorama-style maps interact with 3D action. The analysis is grounded in game studies and semiotics, and its scope is conceptual and interpretive, covering contemporary commercial and indie games rather than a defined geographic market or time series.
G|A|M|E – The Italian Journal of Game Studies · 2026
Jason Schreier · 2026