Abstract
The video game Perspective (Borgen et al./DigiPen, 2012) poses a challenge onto current classifications of game spaces in the field of game studies, and onto established conventions of dimensionality in the game industry. Based on the challenge posed by this game, this paper explores whether spatial properties of game worlds are intrinsic to them and simply reflected via their representations, or whether their spatial properties are essentially arbitrary and must be produced and held up via spatial discourse. In the light of its findings, the paper questions whether it makes still sense to maintain a categorical distinction between 2D and 3D games.
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Is̨ığan, A. (2013). The Visual Construction of Narrative Space in Video Games. In: Koenitz, H., Sezen, T.I., Ferri, G., Haahr, M., Sezen, D., C̨atak, G. (eds) Interactive Storytelling. ICIDS 2013. Lecture Notes in Computer Science, vol 8230. Springer, Cham. https://doi.org/10.1007/978-3-319-02756-2_4
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DOI: https://doi.org/10.1007/978-3-319-02756-2_4
Publisher Name: Springer, Cham
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