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.
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Copyright (c) 2009 Alfonso Boullón Sabín