Taking as its starting point the notion that architecture provides a way of analysing computer games and their spatiality, this paper compares two very different ways of producing architecture and space in World of Warcraft and Lord of the Rings: Battle for Middle Earth 2. Looking at the production of ...
Sunday, December 28th, 2008
Posted in Games Guide Manual | No Comments »
Videogame play requires the negotiation of multiple synchronic points-of-view enabled through the use of cameras, avatars, interfaces, and vignettes (the cut-scenes, dialogue, and other attributes normally attributed to the “story”). Concurrent mastery of these points-of-view
contributes to the game field of play and enables a greater possibility to complete the game’s ...
Monday, December 22nd, 2008
Posted in Games Guide Manual | 2 Comments »