ABSTRACT

In this chapter, the authors examine the fleshed-out space the player actually experiences. They discuss the idea of functional space—but functional space is only the skeleton of the game space. There is a more obvious connection between game designers and architects as well—both have to create spaces. And while game designers can learn a lot about creating meaningful and powerful spaces from architects, by no means do game designers have to follow every rule of architecture, since the spaces they create are not made of bricks and mortar, but are completely virtual structures. The game of Clue is a combination of the grid and divided space patterns. Christopher Alexander’s approach to architecture can be quite useful when designing a game space. The qualities he describes for a good space apply to many other aspects of game design as well.