Wednesday, April 1, 2009

Mirros's Edge analyzed using our current model

Game space: Here we have all the geometry of the game (3d models of buildings etc.)

Fiction space: Here we have all the cut-scenes and back story/setting of the game.

Rule space: Here are all the rules governing the interactions between player and game. The rules both dictate what is possible and what actions/outcomes are more or less valuable/desirable. This is were we would place direct instructions to the player like "press LB to Jump".

Intersection between Game space and Fiction: Here are all the objects in the game world that adds to the feeling of being "inside" the fictional world - but that are NOT interactive (i.e. covered by the rules), Things like buildings in the background, billboards with messages like "Vote for Pope!" and any door that is not colored red . It is important that a player accepts that these things are not possible to interact with, as any attempt to do so might break immersion/engrossment. (Note that in this case there are no explicit fictional explanations as to why interactions are impossible).

Intersection between Game Space and Rule Space: These are all the objects that are present in the games 3d world, covered by game rules but not explained by the fiction. In mirror's edge the check point beacons and the ghost in time trial are these kind of entities. Runner's vision does not quite qualify for this category since it is (at least vaguely) explained by the fiction.

Intersection between Rule Space and Fiction Space: This is when the game communicate to the player using the "language" of the fictional world. In mirrors edge (Story mode) you are not simply given the instruction - "Get from place A to B". Instead the objectives of a level are conveyed using fictional elements (in time trial however, objectives are conveyed without this layer of fiction). Also - the "taking damage" effects belong to this category since they are rule and fiction derived but have no actual presence in the 3d world (since they depict an internal state).

In the Center: In the middle we have any object that is both governed by game rules, present in the game space and part of the fiction. Here we have faith's body (and how it moves through the environment), all the surfaces you can run on, jump to and so on, as well as runner's vision. Also the logos idicating that there is a runner's bag near by is a nice example of a good use of a signifyer object in this cathegory.

From the focus group session it is clear that player often attempt to move objects more towards the center of the model by their own accord. Like stating that an "unopenable" door must be locked (when in fact, the door is just a "life less" prop and there is nothing behind it).

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