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AN INTRODUCTION
Game
Worlds
Definition
• Imaginary place (setting, world,
game setting, game world, etc.)
• Definition: “A game world is an
artificial universe, an imaginary
place in which the events of the
game occur” (84)
• Place where players pretend to
be when they enter the magic
circle of play
GameWorld
Five Dimensions
• Physical dimension
• Temporal dimension
• Environmental dimension
• Emotional dimension
• Ethical dimension
GameWorlds
GAME WORLDS, FUNDAMENTALS OF GAME DESIGN (ERNEST ADAMS)
• What parts of the world afford interaction?
• What parts of the world are rule-based?
AffordancesinaGameWorld
Whatdogame
worldsdofor
players?
Whyaretheyso
importantto
contemporary
videogames?
gameworlds
fivedimensions
GAME WORLDS, FUNDAMENTALS OF GAME DESIGN (ERNEST ADAMS)
• This refers to the simulated physical space of the game
• Properties of the physical dimension of a game world include:
• Spatial dimensionality: 2D, 2.5D, 3D, 4D
• Scale: refers to the absolute size of the space represented and the
relative sizes of objects in the game world
• Practice of scale distortion to enhance gameplay
• Boundaries: the limits of the world; the edge of the game world
ThePhysicalDimension
• Defines how time is treated in the game world and the ways it differs
from time in real world
• How is time meaningful in the game?
• Variable time: time often moves faster in games (e.g., The Sims)
• Anomalous time: time that changes with different parts of a game
• Adjusting time: letting players adjust time
TheTemporalDimension
GAME WORLDS, FUNDAMENTALS OF GAME DESIGN (ERNEST ADAMS)
• Describes the world’s appearance and atmosphere; what’s in the space
• Cultural context of the world: what are the beliefs, attitudes, values of
the people in the game
• Physical surroundings: what the game actually looks like
• Includes nature, architecture, sounds, music, ambient noise, indoor
and outdoor environments, etc.
• Sets the tone and mood of the game
• Style of the game: visual style of things in the world (both style within
the world and style of aesthetic depiction)
TheEnvironmentalDimension
GAME WORLDS, FUNDAMENTALS OF GAME DESIGN (ERNEST ADAMS)
• Defines what right and wrong mean within the context of the world
• Most game deviate from the real world
• Games can spark interest through ethical dilemmas and amibiguities
TheEmotionalDimension
GAME WORLDS, FUNDAMENTALS OF GAME DESIGN (ERNEST ADAMS)
• All games are abstractions of the
real world
• Best to think of game worlds on a
continuum/spectrum from…
• highly representational
to
• highly abstract
• Realism often varies in different
parts of a game
Realism:game’srelationshiptoreality

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Game Worlds

  • 2. Definition • Imaginary place (setting, world, game setting, game world, etc.) • Definition: “A game world is an artificial universe, an imaginary place in which the events of the game occur” (84) • Place where players pretend to be when they enter the magic circle of play GameWorld
  • 3. Five Dimensions • Physical dimension • Temporal dimension • Environmental dimension • Emotional dimension • Ethical dimension GameWorlds GAME WORLDS, FUNDAMENTALS OF GAME DESIGN (ERNEST ADAMS)
  • 4. • What parts of the world afford interaction? • What parts of the world are rule-based? AffordancesinaGameWorld
  • 7. GAME WORLDS, FUNDAMENTALS OF GAME DESIGN (ERNEST ADAMS) • This refers to the simulated physical space of the game • Properties of the physical dimension of a game world include: • Spatial dimensionality: 2D, 2.5D, 3D, 4D • Scale: refers to the absolute size of the space represented and the relative sizes of objects in the game world • Practice of scale distortion to enhance gameplay • Boundaries: the limits of the world; the edge of the game world ThePhysicalDimension
  • 8. • Defines how time is treated in the game world and the ways it differs from time in real world • How is time meaningful in the game? • Variable time: time often moves faster in games (e.g., The Sims) • Anomalous time: time that changes with different parts of a game • Adjusting time: letting players adjust time TheTemporalDimension GAME WORLDS, FUNDAMENTALS OF GAME DESIGN (ERNEST ADAMS)
  • 9. • Describes the world’s appearance and atmosphere; what’s in the space • Cultural context of the world: what are the beliefs, attitudes, values of the people in the game • Physical surroundings: what the game actually looks like • Includes nature, architecture, sounds, music, ambient noise, indoor and outdoor environments, etc. • Sets the tone and mood of the game • Style of the game: visual style of things in the world (both style within the world and style of aesthetic depiction) TheEnvironmentalDimension GAME WORLDS, FUNDAMENTALS OF GAME DESIGN (ERNEST ADAMS)
  • 10. • Defines what right and wrong mean within the context of the world • Most game deviate from the real world • Games can spark interest through ethical dilemmas and amibiguities TheEmotionalDimension GAME WORLDS, FUNDAMENTALS OF GAME DESIGN (ERNEST ADAMS)
  • 11.
  • 12. • All games are abstractions of the real world • Best to think of game worlds on a continuum/spectrum from… • highly representational to • highly abstract • Realism often varies in different parts of a game Realism:game’srelationshiptoreality