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Game play spatial patterns
Character dialog is another tool used in video game to convey story, to communicate game rules, or to
set information about quests player will face or to collaborate with other players. Dialogues can be
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presented to the player either with text or voice-over. Dialogue can be used directly from characters
(players or non-players or through cut-scenes along the game. Dialogue can be performed in different
ways from the simplest form of option and choice to the ore complex branching dialogue.
Simple Choice. The first form of dialogue provides player with options which player has to select.
Linear Dialogue. This is the simplest form of interactive dialogue, usually with NPC who respond
with a scripted dialogue from his side. It is a linear bidirectional dialogue and it is limited in the
field of response and quantity of information revealed and consequently the player does not
always have choice. Nevertheless, although it is not highly interactive, it is easy and simple to be
implemented. Linear dialogue can happen also between two NPC advancing the story flow.
Branching Dialogue. This is a more advanced dialogue tool. It offers tree options and therefore
provides the possibility for more in depth information. Players acknowledge additional
information by selecting step by step a set of option. Tree dialogue structures are more
interactive and give the player the feeling of action.
Dialogue is usually a game to player communication or a player to player communication. Technically
this can happen through option choose, chat or voice over.
Game play spatial patterns
The basic propriety of video game is spatiality (Murray 1997). Video game space is a virtual, navigable
space which the player is invited to exploration and where game activities take place. It is an essential
element of the virtual environment. In video games, space does not have a material dimension, although
it’s a space build in 3D. Similarly, to the real space of architecture game space is defined by objects and their reciprocal relationship and rules. Moreover, video games create space (virtual environments to
navigate, explore, and manipulate for the sake of the game or in the perspective of storytelling. In this
sense space is structured into stages or levels which are explored step by step as player progress through
the game world. Hence game space is revealed in its shape while player move within it.
Narrative shape game space influence player’s engagement. King and Krzywinska (2003) classify games in
relation to the dimension of game space exploration, highlighting three spatial configurations related to
player’s degree of freedom to perform movement along X, Y and Z axes.
One-Dimensional,
Two-Dimensional,
Three-Dimensional game play
In Architecture this kind of exploration is possible only in the virtual word.
Player movement in 3D space.
3d Space gameplay can be one, two, or three dimensional, which means that player can move within
these constrains.
Figure 127 One, two and three dimensional space patterns indicating the level of constrains in space movement.
One-Dimensional gameplay in 3D space.
One-Dimensional gameplay space scroll in one direction. Typical examples are race video games such as
Gran Turismo 7(2021, which have a focused point of view of the player. Players moves along a rail or
track represented through a 2D map which is shown to him continuously as navigation bar in the screen.
It is used to facilitate players orientation and to show him its real time location.
Figure 128 One dimentional play in Gran Turismo 7 (2021). View from avatar and map of the path in which player navigates.
Two-Dimensional game play in 3D space
Player moves at least in two directions within the 3D real time environment. This spatial configuration is
typical in first-person shooter game genre such as Myst III: Exile (2001, Wolfenstein (2009). In this games
player can move back and forth and right and left shooting enemies, which do similar movements in the
3D space. In this type of game configuration movement is bidirectional.