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GAME DESIGN :: LD2 – GAME SPACE




                   LD2. GAME SPACE
Andrea Resmini

Game Design
HT12 / HÖGSKOLAN I BORÅS, NOV 9 2012


 ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

TODAY'S CLASS



                     A brief recap from LD1
                     Game space
                     Break
                     Workshop


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

RECAP: FORMAL ELEMENTS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   statzpack.com
GAME DESIGN :: LD2 – GAME SPACE

RECAP: DRAMATIC ELEMENTS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   mattnellie.blogspot.com
GAME DESIGN :: LD2 – GAME SPACE

GAMES HAPPEN IN SPACE



                     every game takes place in some
                     kind of space that defines the
                     various areas of a game and the
                     way they are related


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

DUAL NATURE OF GAME SPACE



                     as a base element of game
                     mechanics and design, game
                     space is both mathematical and
                     experiential in nature


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

DISCRETE / CONTINUOUS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

WHEN DISCRETE, CONNECTED




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Prince of Persia, Map Screen
GAME DESIGN :: LD2 – GAME SPACE

MONO / BI / THREE / MULTI-DIMENSIONAL




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

BOUNDED / UNBOUNDED




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

TIC-TAC-TOE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

DISCRETE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

CONNECTED




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE
               LECTURE 1 – STRUCTURE OF GAMES

BI-DIMENSIONAL
TIC-TAC-TOE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS       3D Tic-tac-toe, jacquesamerica.com
GAME DESIGN :: LD2 – GAME SPACE

BOUNDED




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

A 3x3 GRID IS ALL YOU HAVE


                     even though when using pen
                     and paper players mark on an
                     infinite analog 2D space, there
                     are only 9 valid, discrete and
                     connected game positions


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

WHAT ABOUT MONOPOLY?




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

AND WHAT ABOUT POOL?




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

SPACES WITHIN SPACES


                     games often rely on our “in or
                     out” mental model to create
                     much more complex worlds via
                     nested spaces connected only
                     through narrative


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

ULTIMA III




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Hi-Res Ultima Map Project, http://www.xe.net/xedragon
GAME DESIGN :: LD2 – GAME SPACE

MANIAC MANSION




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

GAMES WITH NO SPACE?




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

GAMES ALWAYS HAPPEN IN SPACE



                     conversational games do
                     happen in space as well, both
                     physically and conceptually



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

FUNCTIONAL ABSTRACT SPACE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Playing charades, Travismcclain.blogspot.com
GAME DESIGN :: LD2 – GAME SPACE

UNDERSTANDING GAME SPACE


                     we introduce 3 different ways to
                     assess and study game space: a
                     spatial patterns approach, an
                     organizational approach, and a
                     way-finding approach


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

SPATIAL PATTERNS APPROACH




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Adapted from McGregor G.L. (2007). Situations of Play: Patterns of Spatial Use in Videogames
GAME DESIGN :: LD2 – GAME SPACE

CHALLENGE SPACE




                     where the game environment
                     directly challenges the player



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

CHALLENGE SPACE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Mario and Luigi
GAME DESIGN :: LD2 – GAME SPACE

CONTESTED SPACE



                     where the game environment
                     is the setting for a contest
                     between entities



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

CONTESTED SPACE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Battle for Middle-Earth
GAME DESIGN :: LD2 – GAME SPACE

NODAL SPACE


                     where social patterns of spatial
                     usage are imposed on areas of
                     the game to add structure and
                     readability. For example, inns
                     and only inns for food in an RPG


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

NODAL SPACE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   A leap of faith in Assassin's Creed 2
GAME DESIGN :: LD2 – GAME SPACE

CODIFIED SPACE



                     where elements of game space
                     represent other non-spatial
                     game components, such as
                     information or access to objects


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

CODIFIED SPACE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Carcassonne, board game
GAME DESIGN :: LD2 – GAME SPACE

CREATION SPACE



                     where players build or modify
                     all or parts of the game space
                     as part of the gameplay



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

CREATION SPACE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Battle for Middle-Earth
GAME DESIGN :: LD2 – GAME SPACE

NON-INTERACTIVE BACKDROPS



                     where no direct interaction is
                     possible between game space
                     and the players



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

NON-INTERACTIVE BACKDROPS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Another world
GAME DESIGN :: LD2 – GAME SPACE

ORGANIZATIONAL APPROACH




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Adapted from Schell, J. (2008). The Art of Game Design. MK
GAME DESIGN :: LD2 – GAME SPACE

LINEAR SPACE



                     linear game space allows limited
                     player movement (back / forth)
                     and can be either two-ended or
                     looped back on itself


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

LINEAR SPACE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Guitar Hero
GAME DESIGN :: LD2 – GAME SPACE

GRID SPACE



                     a grid increases complexity
                     but still remains easy to
                     understand and to manipulate
                     by players (and by the game)


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

GRID SPACE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

WEB SPACE



                     web game space consists of a
                     number of points of some
                     interest to the player
                     connected in a map by paths


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

WEB SPACE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   The Secret of Monkey Island
GAME DESIGN :: LD2 – GAME SPACE

POINTS IN SPACE



                     points in space is common for
                     games where players define
                     game space themselves



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

POINTS IN SPACE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Bocce, http://blogs.courierpostonline.com/
GAME DESIGN :: LD2 – GAME SPACE

DIVIDED SPACE



                     divided game space is carved
                     up in bounded, well-delimited
                     sections, often map-like



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

DIVIDED SPACE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Risk
GAME DESIGN :: LD2 – GAME SPACE

COMBINATIONS ARE FREQUENT



                     very often these various types
                     are combined: baseball for
                     example mixes linear space
                     with points in space


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

WAY-FINDING APPROACH




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Wikimedia
GAME DESIGN :: LD2 – GAME SPACE

MAPPING AND PERCEPTION


                     Kevin Lynch studied urban
                     environments in the 60s and found
                     out that users navigate their
                     surroundings forming mental
                     maps using 5 base elements


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

DISTRICTS




                                    KEVIN LYNCH, SKETCHES
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                                                       MNSU.EDU
                                            From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
GAME DESIGN :: LD2 – GAME SPACE

DISTRICTS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

EDGES




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                                                       MNSU.EDU
                                            From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
GAME DESIGN :: LD2 – GAME SPACE

EDGES




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

PATHS




                                    KEVIN LYNCH, SKETCHES
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                                                       MNSU.EDU
                                            From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
GAME DESIGN :: LD2 – GAME SPACE

PATHS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Mirror's Edge
GAME DESIGN :: LD2 – GAME SPACE

PATHS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Ico
GAME DESIGN :: LD2 – GAME SPACE

NODES




                                    KEVIN LYNCH, SKETCHES
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                                                       MNSU.EDU
                                            From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
GAME DESIGN :: LD2 – GAME SPACE

NODES




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   The Imperial City in Oblivion
GAME DESIGN :: LD2 – GAME SPACE

LANDMARKS




                                    KEVIN LYNCH, SKETCHES
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                                                       MNSU.EDU
                                            From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
GAME DESIGN :: LD2 – GAME SPACE

LANDMARKS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Shadow of the Colossus
GAME DESIGN :: LD2 – GAME SPACE

LANDMARKS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Prince of Persia Reboot
GAME DESIGN :: LD2 – GAME SPACE

A NOTE ON WEENIES




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

LANDMARK & WEENIES


                     weenies, a term invented by Walt
                     Disney for his parks, are active,
                     very visible elements that entice
                     visitors to seek them out. Not so
                     landmarks.


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE

BREAK




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Back in 15, right? Thanks.
GAME DESIGN :: LD2 – GAME SPACE

WORKSHOP




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS   Let's get going
GAME DESIGN :: LD2 – GAME SPACE

THAT'S ALL FOLKS




                    coming up next time is
                    LD3, Formal elements of
                         games


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

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Game Design - Lecture 2

  • 1. GAME DESIGN :: LD2 – GAME SPACE LD2. GAME SPACE Andrea Resmini Game Design HT12 / HÖGSKOLAN I BORÅS, NOV 9 2012 ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 2. GAME DESIGN :: LD2 – GAME SPACE TODAY'S CLASS A brief recap from LD1 Game space Break Workshop ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 3. GAME DESIGN :: LD2 – GAME SPACE RECAP: FORMAL ELEMENTS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS statzpack.com
  • 4. GAME DESIGN :: LD2 – GAME SPACE RECAP: DRAMATIC ELEMENTS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS mattnellie.blogspot.com
  • 5. GAME DESIGN :: LD2 – GAME SPACE GAMES HAPPEN IN SPACE every game takes place in some kind of space that defines the various areas of a game and the way they are related ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 6. GAME DESIGN :: LD2 – GAME SPACE DUAL NATURE OF GAME SPACE as a base element of game mechanics and design, game space is both mathematical and experiential in nature ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 7. GAME DESIGN :: LD2 – GAME SPACE DISCRETE / CONTINUOUS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 8. GAME DESIGN :: LD2 – GAME SPACE WHEN DISCRETE, CONNECTED ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Prince of Persia, Map Screen
  • 9. GAME DESIGN :: LD2 – GAME SPACE MONO / BI / THREE / MULTI-DIMENSIONAL ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 10. GAME DESIGN :: LD2 – GAME SPACE BOUNDED / UNBOUNDED ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 11. GAME DESIGN :: LD2 – GAME SPACE TIC-TAC-TOE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 12. GAME DESIGN :: LD2 – GAME SPACE DISCRETE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 13. GAME DESIGN :: LD2 – GAME SPACE CONNECTED ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 14. GAME DESIGN :: LD2 – GAME SPACE LECTURE 1 – STRUCTURE OF GAMES BI-DIMENSIONAL TIC-TAC-TOE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS 3D Tic-tac-toe, jacquesamerica.com
  • 15. GAME DESIGN :: LD2 – GAME SPACE BOUNDED ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 16. GAME DESIGN :: LD2 – GAME SPACE A 3x3 GRID IS ALL YOU HAVE even though when using pen and paper players mark on an infinite analog 2D space, there are only 9 valid, discrete and connected game positions ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 17. GAME DESIGN :: LD2 – GAME SPACE WHAT ABOUT MONOPOLY? ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 18. GAME DESIGN :: LD2 – GAME SPACE AND WHAT ABOUT POOL? ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 19. GAME DESIGN :: LD2 – GAME SPACE SPACES WITHIN SPACES games often rely on our “in or out” mental model to create much more complex worlds via nested spaces connected only through narrative ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 20. GAME DESIGN :: LD2 – GAME SPACE ULTIMA III ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Hi-Res Ultima Map Project, http://www.xe.net/xedragon
  • 21. GAME DESIGN :: LD2 – GAME SPACE MANIAC MANSION ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 22. GAME DESIGN :: LD2 – GAME SPACE GAMES WITH NO SPACE? ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 23. GAME DESIGN :: LD2 – GAME SPACE GAMES ALWAYS HAPPEN IN SPACE conversational games do happen in space as well, both physically and conceptually ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 24. GAME DESIGN :: LD2 – GAME SPACE FUNCTIONAL ABSTRACT SPACE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Playing charades, Travismcclain.blogspot.com
  • 25. GAME DESIGN :: LD2 – GAME SPACE UNDERSTANDING GAME SPACE we introduce 3 different ways to assess and study game space: a spatial patterns approach, an organizational approach, and a way-finding approach ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 26. GAME DESIGN :: LD2 – GAME SPACE SPATIAL PATTERNS APPROACH ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Adapted from McGregor G.L. (2007). Situations of Play: Patterns of Spatial Use in Videogames
  • 27. GAME DESIGN :: LD2 – GAME SPACE CHALLENGE SPACE where the game environment directly challenges the player ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 28. GAME DESIGN :: LD2 – GAME SPACE CHALLENGE SPACE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Mario and Luigi
  • 29. GAME DESIGN :: LD2 – GAME SPACE CONTESTED SPACE where the game environment is the setting for a contest between entities ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 30. GAME DESIGN :: LD2 – GAME SPACE CONTESTED SPACE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Battle for Middle-Earth
  • 31. GAME DESIGN :: LD2 – GAME SPACE NODAL SPACE where social patterns of spatial usage are imposed on areas of the game to add structure and readability. For example, inns and only inns for food in an RPG ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 32. GAME DESIGN :: LD2 – GAME SPACE NODAL SPACE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS A leap of faith in Assassin's Creed 2
  • 33. GAME DESIGN :: LD2 – GAME SPACE CODIFIED SPACE where elements of game space represent other non-spatial game components, such as information or access to objects ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 34. GAME DESIGN :: LD2 – GAME SPACE CODIFIED SPACE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Carcassonne, board game
  • 35. GAME DESIGN :: LD2 – GAME SPACE CREATION SPACE where players build or modify all or parts of the game space as part of the gameplay ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 36. GAME DESIGN :: LD2 – GAME SPACE CREATION SPACE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Battle for Middle-Earth
  • 37. GAME DESIGN :: LD2 – GAME SPACE NON-INTERACTIVE BACKDROPS where no direct interaction is possible between game space and the players ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 38. GAME DESIGN :: LD2 – GAME SPACE NON-INTERACTIVE BACKDROPS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Another world
  • 39. GAME DESIGN :: LD2 – GAME SPACE ORGANIZATIONAL APPROACH ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Adapted from Schell, J. (2008). The Art of Game Design. MK
  • 40. GAME DESIGN :: LD2 – GAME SPACE LINEAR SPACE linear game space allows limited player movement (back / forth) and can be either two-ended or looped back on itself ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 41. GAME DESIGN :: LD2 – GAME SPACE LINEAR SPACE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Guitar Hero
  • 42. GAME DESIGN :: LD2 – GAME SPACE GRID SPACE a grid increases complexity but still remains easy to understand and to manipulate by players (and by the game) ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 43. GAME DESIGN :: LD2 – GAME SPACE GRID SPACE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 44. GAME DESIGN :: LD2 – GAME SPACE WEB SPACE web game space consists of a number of points of some interest to the player connected in a map by paths ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 45. GAME DESIGN :: LD2 – GAME SPACE WEB SPACE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS The Secret of Monkey Island
  • 46. GAME DESIGN :: LD2 – GAME SPACE POINTS IN SPACE points in space is common for games where players define game space themselves ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 47. GAME DESIGN :: LD2 – GAME SPACE POINTS IN SPACE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Bocce, http://blogs.courierpostonline.com/
  • 48. GAME DESIGN :: LD2 – GAME SPACE DIVIDED SPACE divided game space is carved up in bounded, well-delimited sections, often map-like ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 49. GAME DESIGN :: LD2 – GAME SPACE DIVIDED SPACE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Risk
  • 50. GAME DESIGN :: LD2 – GAME SPACE COMBINATIONS ARE FREQUENT very often these various types are combined: baseball for example mixes linear space with points in space ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 51. GAME DESIGN :: LD2 – GAME SPACE WAY-FINDING APPROACH ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Wikimedia
  • 52. GAME DESIGN :: LD2 – GAME SPACE MAPPING AND PERCEPTION Kevin Lynch studied urban environments in the 60s and found out that users navigate their surroundings forming mental maps using 5 base elements ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 53. GAME DESIGN :: LD2 – GAME SPACE DISTRICTS KEVIN LYNCH, SKETCHES ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
  • 54. GAME DESIGN :: LD2 – GAME SPACE DISTRICTS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 55. GAME DESIGN :: LD2 – GAME SPACE EDGES ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
  • 56. GAME DESIGN :: LD2 – GAME SPACE EDGES ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 57. GAME DESIGN :: LD2 – GAME SPACE PATHS KEVIN LYNCH, SKETCHES ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
  • 58. GAME DESIGN :: LD2 – GAME SPACE PATHS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Mirror's Edge
  • 59. GAME DESIGN :: LD2 – GAME SPACE PATHS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Ico
  • 60. GAME DESIGN :: LD2 – GAME SPACE NODES KEVIN LYNCH, SKETCHES ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
  • 61. GAME DESIGN :: LD2 – GAME SPACE NODES ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS The Imperial City in Oblivion
  • 62. GAME DESIGN :: LD2 – GAME SPACE LANDMARKS KEVIN LYNCH, SKETCHES ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
  • 63. GAME DESIGN :: LD2 – GAME SPACE LANDMARKS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Shadow of the Colossus
  • 64. GAME DESIGN :: LD2 – GAME SPACE LANDMARKS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Prince of Persia Reboot
  • 65. GAME DESIGN :: LD2 – GAME SPACE A NOTE ON WEENIES ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 66. GAME DESIGN :: LD2 – GAME SPACE LANDMARK & WEENIES weenies, a term invented by Walt Disney for his parks, are active, very visible elements that entice visitors to seek them out. Not so landmarks. ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 67. GAME DESIGN :: LD2 – GAME SPACE BREAK ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Back in 15, right? Thanks.
  • 68. GAME DESIGN :: LD2 – GAME SPACE WORKSHOP ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Let's get going
  • 69. GAME DESIGN :: LD2 – GAME SPACE THAT'S ALL FOLKS coming up next time is LD3, Formal elements of games ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS