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Perspectives of navigation
City”, “Battlefield”). “Minecraft” and “Sim City” as construction games, offer the possibility to the player do build objects based specific tools offered by the game or to build a city and its infrastructure, while in
Battlefield, player destroys environmental elements such as walls, buildings, fences etc. Space is dynamic
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and is subject to constant change.
Figure 135 Dynamic space : build in Minecraft and destroy in Battlefield
Perspectives of navigation
Game space is experienced and understood through player’s movement and the perspectives of
navigation. The perspective of navigation and the experience gained in the game world contribute in
shaping space. It defines the vantage point in which actions and events are experienced in a disjoined
way. In videogames there are different perspective of navigation, depending on the game type and the
effect produced to the player. The following view perspectives refer to 3-dimensional space.
1. God view perspective. This perspective of navigation sees the player as an all-seeing force in the
game world. It is usually used in simulation and management games like SIMCITY, Cities in
motion, strategy games like Civilization, Black and White or puzzle games with static
environment such as Chess or Tetris. In these type of game space, player do not act directly as an
avatar, but as a force that control and act on multiple levels. This point of view, impossible in real
life, offers a large perspective, being distant from the field of the game space. It has control over
large space and data. Player look into the game space, but is not present in the field. This occurs
also in partly system games, in which the player takes control of different characters at the same
time. Player has an overview of the whole environment and is able to transform multiple things
at the same time, understanding the impact on the whole. This approach is typically used in
collaborative urban planning in which multiple actor need to have an overview of the city,
impossible from personal first person perspective.
2. First-person navigation. In this case, the scene is shown through the first-person of the main
player-character as he is walking. The scene is explored as in the real physical situation and show