Planescape: Torment
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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