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5.1 MONUMENT VALLEY (2014
CHAPTER 5 – CASE STUDY: VIDEO GAME ANALYSES. REPRESENTATION, EXPERIENCE DESING AND INTERACTION TOOLS
5.1 MONUMENT VALLEY (2014)
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Figure 103 Screenshots from Monument valley video game
Monument Valley (by USTWO and main game designer Ken Wong) is a virtual space adventure told
through the eyes of Princess Ida. The virtual realm is a surreal architecture space that relies on visual
deception with bizarre landscapes built of spiralling steps and mysterious thresholds and illusion inspired
by Escher’s artworks. While leading the avatar around the floating terrain and blocking platforms where
geometrical rules are absent, the avatar moves and interacts with items in space, encountering
challenges and obstacles in a completely immersive experience. Princess must create various building
configurations in front of fragmented ruins that obstruct her path to continue her journey. While walking
through the objects, the protagonist keeps gazing at doors, buttons, and handles that can be twisted to
flip and modify mechanisms that change the arrangement of the objects and open new passageways.
Monument Valley is a puzzle game in which you must navigate Ida around the virtual world in search of
her lost crown by twisting and pulling geometrically impossible things. Compared to other games where
architecture is in background, here architecture and space take the center of the game. The game is all
the experience of traveling through monuments.
The player's perspective can be rotated, moved in and out, and zoomed in, but the camera perspective
does not change. It was vital to offer a certain amount of illusion in this type of game, thus designers
employed isometric perspective representation. In addition, the game offers other presences in higher
levels, which the protagonist must avoid as they begin to weep as if insane.
Representation
The visual style of the game is minimalist abstract stylized. Objects are inspired in different architecture
styles, starting from Arabic, Moroccan architecture, Japanese prints, to Escher drawings, to Scottish
medieval fortresses, Indian temples, Islamic minarets, and domes, etc, and reflect some detail patterns.
Each level has its own theme, his storyline, and different artwork with a different colour palette, in order
to challenge the player to accomplish different levels.
Design experience
The game is about princess Ida moving swiftly from place to place, through mazes of optical illusions and
impossible objects while manipulating the world around her to find her lost crown. The narrative is
intricate, and categorized as an open-ended branching model. It suggests an enacted story and an
absolutely beautiful space exploration, urged by the challenge to find the way out. Ida’s character is memorable. In fact, since the beginning the designer used the world explore instead of Start to start the
adventure. The story is made up of challenges like swiping a finger to spin sidewalks or swiping a swipe
to lower and elevate structures. By flipping the earth upside down, we were able to quickly capture
enemies that were blocking our route. Because each level is developed in a completely different mood
and setting, they are all memorable.
Design interaction
The player in each level experiences have different types of interaction because the manipulative tools
change and he has always to try and figure out the way objects can be transformed, platforms can
rotate. As the game proceeds, the complexity rises, but with each new challenge comes a new and
equally speechless way in which the universe moves or can be altered by the player. Player starts to
reposition entire stairways and passageways, as well as spin entire buildings, for walkways to intersect
due to shifting viewpoints. Interactivity is based on exploration and manipulation of the environment as
part of the game challenge to proceed in the space exploration and save the princess. Player does not
have instruction, but learn to interact by himself progressing the game. In addition, other elements
which he discovers gradually are hidden in order to surprise and delight him. The virtual space is
visualized in a 30-degree isometric perspective because the optical illusion that the bridges or roads
create is better perceived by the player. Player navigates space in first-person.