ABSTRACT

This chapter discusses basic spatial arrangements that will enable us to create better experiences within the game levels. It looks at some simple spatial principles from architectural design: figure–ground, form–void, and so on. The chapter explores historic gamespaces such as the maze and labyrinth, learning how the ancient space types influence modern game structures. It explores other popular spatial types found in modern games and discover how they are used to enforce different gameplay mechanics. The chapter considers player point of view and discover what advantages and disadvantages are found in first, third, and other camera views. Games and architecture differ in the fact that real-world architecture must conform to real-world rules. It knows how to cater gamespace to the kinds of gameplay experiences we wish them to house through spatial size types.