Potential space has been mentioned here as the virtual space in which a player avatar can feasibly exist. We shall explore this space and its properties; most importantly how it can shape the challenge a game presents to the player. To recap: Active space, which we have established is the space a player avatar can… Read More GAMES AS A MANIPULATION OF VIRTUAL SPACE: POTENTIAL SPACE 1
We have looked at the role of active space in terms of the player controlling the space immediately available to their in-game avatar; and furthermore how these interactions can be limited by the presence of other in-game objects. To round off this basic look at active space, we now look at how the amount of… Read More GAMES AS A MANIPULATION OF VIRTUAL SPACE: ACTIVE SPACE 3
Previously we looked at active space as applied to chess pieces. It was mentioned how the presence of another game element can impact on the active space available to the player, in the form of the interaction between a rook and pawn, as follows: With the pawn in its path, the rook’s available active… Read More GAMES AS A MANIPULATION OF VIRTUAL SPACE: ACTIVE SPACE 2
Verboten defined some terms regarding types of manipulable space in games. Here we shall begin to explore active space. In video games, this is the space that a player’s avatar has command over in-the-instant. That is, a controller press will feasibly take them there. However, this can easily be applied to board games on a… Read More Games as a manipulation of virtual space: Active Space 1
Verboten Games shall be running through a series of short posts about games in terms of space-manipulation. Most electronic games are comprised of space in which the player can manoeuvre, and we shall be exploring this and how it impacts on gameplay and challenge. To start with, though: a few definitions that shall be used… Read More Introduction to: Games as a manipulation of virtual space.