Video Game Navigation: A Classification System for Navigational Acts

Authors

  • Michael S. Debus IT University of Copenhagen

DOI:

https://doi.org/10.18778/2391-8551.03.02

Keywords:

videogame space, videogame time, game ontology, navigation, typology

Abstract

Navigation in video games has been a vastly neglected topic in game studies. In this paper a classification system for navigational acts has been developed through theoretical work as well as the analysis of multiple games. The result is an exclusive five-step classification system. Moreover, the development showed that navigational acts are highly dependent on the environment in which they occur. The system is a first step towards a deeper understanding of how the player navigates the gameworld, instead of what she navigates.

Author Biography

Michael S. Debus, IT University of Copenhagen

Michael S. Debus is a PhD Fellow in the ERC Advanced Grant funded MSG – Making Sense of Games project at the IT University of Copenhagen, Denmark. He holds an M.Sc. in Game Analysis from the same institution and a B.A. in Media Studies from the University of Siegen, Germany.

References

Aarseth, E. (1997). Cybertext: Perspectives on ergodic literature. Baltimore: JHU Press.
Google Scholar

Aarseth, E., Smedstad, S. M., & Sunnana, L. (2003). “A multi-dimensional typology of games”. In M. Copier & J. Raessens (eds.), Level Up: Digital Games Research Conference Proceedings. Utrecht, the Netherlands: Universteit Utrecht.
Google Scholar

Aarseth, E. (2014). “Ontology”. In Wolf M. J. P., Perron, B. (eds.) The Routledge Companion to Video game studies, 484–492. New York: Routledge.
Google Scholar

Bordwell, D., & Thompson, K. (2008). Film Art. An Introduction. 8th ed. Boston: McGraw Hill.
Google Scholar

Caillois, R. (1961). Man, play, and games. Champaign: University of Illinois Press.
Google Scholar

Calleja, G. (2009). “Experiential narrative in game environments”. In Breaking New Ground: Innovation in Games, Play, Practice and Theory. Proceedings of DiGRA 2009.
Google Scholar

Chesher, C. (2012). Navigating sociotechnical spaces: Comparing computer games and sat navs as digital spatial media. Convergence, 18(3), 315–330.
Google Scholar DOI: https://doi.org/10.1177/1354856512442762

Deleuze, G., Guattari, F., & Massumi, B. (trans.) (1987). A thousand plateaus: Capitalism and schizophrenia. Minneapolis: University of Minnesota Press.
Google Scholar

Driel, L. Van, & Bidarra, R. (2009). A semantic navigation model for video games. In International Workshop on Motion in Games (pp. 146–157). Springer Berlin Heidelberg.
Google Scholar DOI: https://doi.org/10.1007/978-3-642-10347-6_14

Elverdam, C., & Aarseth, E. (2007). “Game Classification and Game Design Construction Through Critical Analysis”. In Games and Culture, 2(1), 3–22.
Google Scholar DOI: https://doi.org/10.1177/1555412006286892

Eskelinen, M. (2001). The gaming situation. In Game studies, 1(1), 68.
Google Scholar

Flynn, B. (2003). Languages of navigation within computer games. In Proceedings of MelbourneDAC, the 5th International Digital Arts and Culture Conference, 5–9.
Google Scholar

Flynn, B. (2008). “The Navigator’s Experience: An Examination of the Spatial in Computer Games”. In Swalwell, M. and Wilson, J. (eds.) The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics, 119–143. Jefferson, NC: McFarland.
Google Scholar

Gazzard, A. (2009a). Paths, players, places: Towards an understanding of mazes and spaces in videogames (Doctoral dissertation, University of Hertfordshire).
Google Scholar

Gazzard, A. (2009b). “Teleporters, tunnels & time: Understanding warp devices in videogames”, paper presented to the conference Breaking New Ground: Innovation in Games, Play, Practice and Theory. Proceedings of DiGRA 2009.
Google Scholar

Günzel, S. (2010). “The Space-Image”. In Interactivity and Spatiality of Computer Games. Conference Proceedings of the Philosophy of Computer Games.
Google Scholar

Nitsche, M. (2007). “Mapping time in video games”. In Situated Play, Proceedings of DiGRA2007 Conference, 145–151.
Google Scholar

Nitsche, M. (2008). Video game spaces: image, play, and structure in 3D game worlds. Cambridge: MIT Press.
Google Scholar DOI: https://doi.org/10.7551/mitpress/9780262141017.001.0001

Tychsen, A., & Hitchens, M. (2009). “Game Time Modeling and Analyzing Time in Multiplayer and Massively Multiplayer Games”. In Games and Culture, 4(2), 170–201.
Google Scholar DOI: https://doi.org/10.1177/1555412008325479

Zagal, J. P., & Mateas, M. (2007). “Temporal frames: a unifying framework for the analysis of game temporality”. In Situated Play, Proceedings of DiGRA 2007 Conference, 516–522.
Google Scholar

Arrowhead Game Studios (2011). Magicka [PC]. Paradox Interactive.
Google Scholar

Blizzard Entertainment (2012). Diablo 3 [PC]. Blizzard Entertainment: played June 2015.
Google Scholar

Blizzard Entertainment (2015). Heroes of the Storm [PC]. Blizzard Entertainment: played June 2015.
Google Scholar

Codemasters (2009). Colin McRae: Dirt 2 [PC]. Codemasters.
Google Scholar

Croteam (2014). The Talos Principle [PC]. Devolver Digital.
Google Scholar

Cyan (1993). Myst [Mac OS]. Broderbund.
Google Scholar

Dimps (2015). Dragon Ball XenoVerse [PC]. Bandai Namco Games.
Google Scholar

HAL Laboratory (1999). Super Smash Bros. [Nintendo 64]. Nintendo.
Google Scholar

Irrational Games (2013). BioShock Infinite [PC]. 2k Games.
Google Scholar

Magie, Elisabeth (1935 [1903]). Monopoly [Board Game]. Parker Brothers, Hasbro.
Google Scholar

Nintendo R&D4 (1985). Super Mario Bros. [NES]. Nintendo.
Google Scholar

Nintendo EAD (1998). The Legend of Zelda: Ocarina of Time [Nintendo 64]. Nintendo.
Google Scholar

Runic Games (2012). Torchlight II [PC]. Runic Games.
Google Scholar

Triumph Studios, Epic MegaGames (2000). Age of Wonders. Gathering of Developers.
Google Scholar

Valve (1998). Half Life [PC]. Valve Corporation.
Google Scholar

Valve Corporation (2000). Counter-Strike [PC]. Valve Corporation.
Google Scholar

Valve Corporation (2011). Portal 2 [PC]. Valve Corporation.
Google Scholar

Downloads

Published

2017-08-22

How to Cite

Debus, M. S. (2017). Video Game Navigation: A Classification System for Navigational Acts. Replay. The Polish Journal of Game Studies, 3(1), 29–46. https://doi.org/10.18778/2391-8551.03.02

Issue

Section

Articles