Video Game Navigation: A Classification System for Navigational Acts
DOI:
https://doi.org/10.18778/2391-8551.03.02Keywords:
videogame space, videogame time, game ontology, navigation, typologyAbstract
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.
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