Concept Mind-Map
https://miro.com/app/board/uXjVLSvv5NQ=/?share_link_id=41727639494
Miro link for better clarity

Game Spaces and World Building
A world is a vibrant system of connected and interdependent variables. Similarly, gameworlds are “world representations designed with a particular gameplay in mind and characterized by game-system information that enables meaningful player interaction” (Jorgensen, 2013).
I believe Jorgensen is trying to say that The world isn’t just a passive environment; it is intentionally crafted to support and enhance the game’s specific mechanics, actions, and rules. This could include how levels are structured, how players navigate, or how environments interact with the gameplay.
For example, a platformer game might have floating platforms, hidden paths, or obstacles crucial to jumping and movement mechanics. The demands of the gameplay should shape the world.
The fundamental idea is that these systems are designed to allow players to interact with the game world in meaningful, impactful, and engaging ways. The interactions between the player and the world should have a purpose, such as solving puzzles, defeating enemies, or influencing a storyline. A player’s actions should have consequences or rewards, creating a sense of agency.
Jorgensen, K. (2013). Game Worlds: The Interaction of Narrative and Gameplay. [MIT publisher].
Place vs Space
The core difference between a ‘Place’ and a ‘Space’ is the meaning and use behind it.
- Space is often neutral or empty, whereas a place has meaning and significance.
- Space is measurable, while place involves emotional, cultural, or social dimensions that are harder to quantify.
- Space represents potential, while place represents actual lived or experienced reality.
In gaming, “space” denotes the open, abstract environments intended for player movement and interaction, typically defined by potential and mechanics. On the other hand, “place” refers to a space that has acquired significance through narrative, emotional attachment, or personal experiences. Game designers frequently strive to imbue space with a sense of place by fostering meaningful player interaction, storytelling, and customization, enhancing the player’s bond with the virtual world.
The Shape of Games
The video “How Nintendo Solved Zelda’s Open World Problem” (Game Maker’s Toolkit, 2017) delves into how Breath of the Wild tackled common open-world design challenges. Traditional open-world games often struggle with overwhelming players with too much freedom or constraining them with excessive guidance. Nintendo addressed this by prioritizing systems-based gameplay, allowing players to freely experiment with physics and elemental interactions, fostering creativity and unique solutions.
Rather than relying on extensive tutorials, Breath of the Wild encourages learning through exploration, presenting a non-linear world where shrines serve as replacements for traditional dungeons. The game employs “curiosity-driven” exploration, where environmental design naturally leads players to points of interest without explicit markers. The rewards of exploration are substantial, making it feel genuinely worthwhile. Nintendo trusted players’ intelligence, crafting the game to inspire adventure and discovery, with a minimal HUD to enhance immersion. By balancing freedom and subtle guidance, Nintendo has fashioned a dynamic open-world experience that is both empowering and captivating.
Game Maker’s Toolkit. (2017) How Nintendo Solved Zelda’s Open World Problem. Available at: https://www.youtube.com/watch?v=CZzcVs8tNfE (Accessed: 14 October 2024)


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