Isn’t That Spatial? Every video game has certain benefits and constraints in the way it represents space. Interaction fiction, arcade titles, 2D side-scrollers, isometric RPGs, and first person shooters all have advantages and disadvantages to how they deal with space–some technical in nature, some design-based. This month’s topic invites you to explore the ways games have represented the spatial nature of their storyworlds and what this does for the audience experience. Is it possible to ignore the constancy of spatial relationships in a graphical game? What would such a game look like? Are there ways of representing spatial relationships that we haven’t explored? Do you have ideas for games that could intentionally twist the player’s perception of space, or do you want to write about a game that already has?
I had a good intro lined up but Lose/Lose ate it. In lieu of that, I’ll just say that my plan is to follow up on Corvus’ topic for this month’s Blogs of the Round Table and discuss how the choice of perspective has helped certain games’ themes or genres by framing, limiting or exploring spatial awareness and their relationships with players in several ways.