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Planescape: Torment

Game

2 documents in the library are about Planescape: Torment, from writers such as DiGRA. Each has a summary and key insights with the page they come from.

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Each row is a game or company named alongside Planescape: Torment, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Planescape: Torment

Cover of The Construction of Ludic Space
Article

The Construction of Ludic Space

Ernest W. Adams's "The Construction of Ludic Space" argues that video game spaces constitute a distinct form of imaginary architecture, shaped less by the physical laws governing real buildings than by the constraints of display hardware and the economics of production.

  • Video game spaces are shaped more by display hardware and production economics than by real-world physical laws: a monitor offers roughly a 40–60 degree visual angle and about 255 light levels, versus a ~120-degree binocular field and far greater dynamic range in human vision.
  • Ludic architecture need not obey real-world rules of scale, engineering, or habitability, so game buildings are selectively translated from physical counterparts and often function as metaphors rather than efficient structures.
  • Production costs directly shape game design: in 3D games, polygon budgets make curves expensive and rectilinear forms cheap, while 2D games are limited by the volume of artwork that can be created.
DiGRAJan 2003
Cover of Textuality and Videogames: Interactivity, Narrative Space and Role Play
Report13 pages

Textuality and Videogames: Interactivity, Narrative Space and Role Play

Textuality and Videogames is an interdisciplinary academic study that interrogates whether videogames, particularly Role Play Games, can be understood as narrative forms.

  • Games incorporate narrative elements players genuinely value, but the authors argue they are not inherently narrative media, since real-time play unfolds as events rather than fixed sequences.
  • Player agency disrupts the linear structures that narratological theorists such as Chatman describe, challenging the application of traditional narrative theory to games.
  • Based on a two-year research project (2001–2003) at the Institute of Education, University of London, the study combines textual analysis, video recordings of players in domestic settings, and interviews with players and developers.
DiGRAJan 2003