Game designer Warren Spector once said that well-designed games “provide compelling problems within an overarching narrative, afford creative opportunities for dealing with these problems, and then respond to players’ choices with meaningful consequences” (Jenkins and Squire). The term he chose for this matrix of creative design and player choice was “possibility spaces.” Space is a constant across almost all videogames, and it comes up frequently in videogame discussion in a variety of different ways: stage design, level structure, gameworld, playground, virtual world, sandbox, hub, PvP zones, instances (in an interesting conflation of space and time), arena battles. For all these frequently bandied-about terms, there’s a relative lack of theory surrounding what space in games means. Von Borries, Walz and Böttger’s 2007 anthology Space Time Play does an admirable job displaying the scope of the issue, but the book is more a survey that aims for breadth rather than depth. Michael Nitsche’s Video Game Spaces: Image, Play, and Structure in 3D Game Worlds goes beyond their starting point in order to fully investigate how players and designers orient and narrate journeys through 3D game worlds. While the book can meanderat times, at its best it is a detailed analysis that raises new perspectives and tools for discussing videogames. Continue Reading →