Quotations from “Video Game Spaces” by Michael Nitsche
- Five conceptual planes for the analysis of game spaces:
- Rule-based (algorithm, hardware)
- Mediated (what appears on the screen)
- Fictional (what is in the head of the player)
- Play (where the player is)
- Social (other players).
- On narratives:
- “A fundamental function of narrative is that of providing a way of comprehending space, time, and causality”.
- “Narrative can be thought as systems of verbal or visual cues prompting their readers to spatialize storyworlds into evolving configurations of participants, objects and places”.
- “Games position their evocative elements to make sure that a location is not only a visual cue or a point in coordinate system, but also can be a feared obstacle, a safe home base, or a crowning achievement”.
- Examples of spatial structures:
- Tracks: capture, intensify, and lengthen key racing moments.
- Labyrinths: monotonous repetition without significant differentiation.
- Arenas: open structures with one dominating demarcation line, the surrounding enclosement. In contrast to the labyrinth, they feature few visual clues that draw attention to the place as such; they provide the canvas for a performance. They are more social than labyrinths (the labyrinth is usually the one to fight against).
- Bridges: enablers, channels for interaction.
Read more in the book: Video Game Spaces by Michael Nitsche
Tags: books, culture, place, semiotics, space, The Semiotics of Video Games, video games
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