ABSTRACT

This chapter considers a spatial-temporal model that builds space and place out of experience and design. It explores the possibility that, like the physical space described by Doreen Massey, space of a virtual world is created by events, rather than being merely a location where events occur. One way to avoid the issue of the spatialisation of space and place is to shut the eyes and listen, following the lead of R. Murray Schafer in his study of aural landscapes, The Soundscape. Schafer attempts to classify the parts of the environment created by sound and identifies three aspects of what he refers to as the ‘soundscape’: keynote sounds, soundmarks, and sound signals. Prince of Persia uses a specific and identifiable visual style which distinguishes it from other games, although it retains a noticeable similarity to those which also use the Scimitar game engine, such as Assassin’s Creed.