http://www.digra.org/dl/db/05163.52481.pdf
http://www.gamasutra.com/view/feature/134646/closing_the_loop_fostering_.php?print=1
http://gac.sagepub.com.ezproxy.lib.ucf.edu/content/7/1/87.full.pdf+html
The articles above touch upon how virtual environments are a unique characteristic that helps differentiate video games from other "games". The player space aids in melding gameplay and narrative into one cohesive experience. Space in games, and how they are manipulated, also acts as the meeting point between the game's technology and the player.
These ideas contribute to my topic about how the environment in Psychonauts tells the story and resonates with the player. I'd like to look further into the psychological metaphor of the game and the levels of reality it creates.
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