Monday, February 23, 2009

Justifying the Significance of Spatiality

In the essay Game Design as Narrative Architecture, Henry Jenkins speaks of the game world as a kind of information space, in which narrative clues can be presented to convey the story of a game. While the narrative aspect of games is not of direct interest for our thesis, this essay helps us motivate the fact that we consider information not only presented as UI elements layered on top of the visualized game world, but also spatially in the game world itself.

In his argumentation, the author touches on signifiers. For example:

Staged areas... [can] lead the game player to come to their own conclusions about a previous event or to suggest a potential danger just ahead. Some examples include... doors that have been broken open, traces of a recent explosion, a crashed vehicle, a piano dropped from a great height, charred remains of a fire.

http://www.electronicbookreview.com/thread/firstperson/lazzi-fair

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