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.
Connections
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
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.
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.