Three-dimensional development in the visual representation of video games and its impact on gameplay
PDF (Español (España))

Keywords

videojuegos
tridimensionalidad
representación visual
espacio
punto de vista
inmersión
jugabilidad
estética
2D
3D video games
computer games
three-dimensionality
visual representation
space
point of view
immersion
gameplay
aesthetics
2D
3D

How to Cite

Boullón Sabín , A. (2022). Three-dimensional development in the visual representation of video games and its impact on gameplay. COMMUNICATION. International Journal of Audiovisual Communication, Advertising and Cultural Studies, 1(7), 116–133. https://doi.org/10.12795/comunicacion.2009.v01.i07.08
Views
  • Abstract 406
  • PDF (Español (España)) 315

Abstract

This work analyse the consequences that the use of two and three dimensions in the spatial representation of video games implies in their gameplay. We study several concepts related to dimensionality in video games, and the main visual formulas developed throughout its history. In a second part, we realize a comparative analysis of video games Sonic the Hedgehog 2 (2D) and Max Payne (3D), evaluating advantages and inconvenients of both forms of representation.

https://doi.org/10.12795/comunicacion.2009.v01.i07.08
PDF (Español (España))

References

ARES REGUERAS, Ignacio (1997). La organización del espacio en la perspectiva egipcia. Revista de Arqueología, nº191, año nº18, Barcelona, Ediciones Z.E. pp. 30-37. Disponible en Internet (24.11.2009): http://www.institutoestudiosantiguoegipto.com/ignacio_ares.htm

BRADY, Robert J. (1999): Game Design: Secrets of the sages. Indianapolis, Brady Publishing.

EGENFELDT-NIELSEN, Simon; SMITH, Jonas-Heide y TOSCA, Susana P. (2008): Understanding Video Games. Nueva York, Routledge.

HAWKINS, Brian (2005): Real-Time Cinematography for Games. Massacusetts, Charles River media, Inc.

KING, Geoff y KRZYWINSKA, Tanya (2002a) (eds.): SreenPlay. Cinema/videogames/interfaces. Londres, Wallflower Press.

KING, Geoff y KRZYWINSKA, Tanya (2002b): “Computer games / Cinema / Interfaces”, en MÄYRA, Frans (ed.): CGDC conference proceedings. Tampere, Tampere University Press, pp. 141-153. Disponible en Internet (24.11.2009): http://www.digra.org/dl/db/05164.41114

LIANG TONG, Wee, y CHENG CHYE TAN, Marcus (2002): “Vision and Virtuality: The construction of Narrative Space in Film and Computer Games”, en KING, Geoff y KRZYWINSKA, Tanya (eds.): SreenPlay. Cinema/videogames/interfaces. Londres, Wallflower Press, pp. 98-109.

LOFTUS, Geoffrey R. y LOFTUS, Elizabeth F. (1983): Mind at Play: The Psychology of Video Games. Nueva York, Basic Books.

PAUL, Cheng (2007): “Waiting for Something to Happen: Narratives, Interactivity and Agency and the Video Game Cut-scene”, en AAVV: Situated Play: Proceedings of the 2007 Digital Games Research Association Conference. Tokyo, University of Tokyo, pp. 14-24. Disponible en Internet (24.11.2009): http://www.digra.org/dl/db/07311.24415.pdf

ROLLINGS, Andrew y MORRIS, Dave (2003): Game Architecture and Design. Estados Unidos, New Riders Publishing.

ROUSE, Richard (1998). Do computer games need to be 3D?. Vol.32 No.2, ACM Siggraph. Disponible en Internet (24.11.2009):

http://www.siggraph.org/publications/newsletter/v32n2/contributions/rouse.html

ROUSE, Richard (2001): Game Design. Theory & Practice. Texas, Wordware Publishing, Inc.

VIDEOJUEGOS CITADOS

D Realms (2001): Max Payne. Gathering of Developers

Atari Inc. (1972): Pong. Atari Inc.

Atari (1980): Battlezone. Atari

Beenox (2008): Quantum of Solace. Activision

Blizzard Entertainment (2004): World of Warcraft. Blizzard Entertainment

Brøderbund (1989): Prince of Persia. Brøderbund

Capcom (1996): Resident Evil. Capcom

Cyan Worlds (1993): Myst. Brøderbund Software

DMA Design (2001): Grand Theft Auto III. RockStar Games

EA Games (2004): Lord of the Rings, La Batalla por la Tierra Media. EA

Ensemble Studios (1997): Age of Empires. Microsoft Game Studios

Ensemble Studios (2005): Age of Empires III. Microsoft Game Studios

Gottlieb (1982): Q*bert. Gottlieb

Id Software (1993): Doom. Id Software

Id Software (1999): Quake III Arena. Activision

Id Software (1992): Wolfenstein 3D. Apogee Software

Infogrames (1992): Alone in the Dark. Infogrames

MicroProse (1991): Civilization. MicroPose

Namco (1980): Pac-Man. Midway

Nextech (2000): Resident Evil: Code Veronica. Capcom

Nintendo EAD (1990): Pilotwings. Nintendo

Nintendo EAD (1992): Super Mario Kart. Nintendo

Nintendo (1981): Donkey Kong. Nintendo

Nintendo (1983): Mario Bros.. Nintendo

Nintendo (1990): Pilotwings. Nintendo

Nintendo (1985): Super Mario Bros. Nintendo

Nintendo (1990): Super Mario World. Nintendo

Nintendo (1989): Tetris. Nintendo

Ocean (1992): Hook. Sony Imagesoft

RockStar Games (1997): Grand Theft Auto. RockStar Games

Sega AM2 (1986): Out Run. Sega

Sega (1980): Golden Axe. Sega

Sonic Team (1991): Sonic the Hedgehog. Sega

Sonic Team (1992): Sonic the Hedgehog 2. Sega

Taito Corporation (1978): Space Invaders. Midway

Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Copyright (c) 2009 Alfonso Boullón Sabín

Downloads

Download data is not yet available.

Metrics

Metrics Loading ...