![]() ![]() As a player, I typically utilized the game space in the manner intended by the game’s designers – as a racetrack. ![]() The roadway in “Royal Raceway” can be seen as an analogue to the racetrack in a real-world course, and the spatially limited environment can be seen as the surrounding area, like the space of the spectators and the surrounding countryside. The game features 16 racing tracks, or game spaces, and because they mimic the function of racetracks in the world world, they follow a predetermined course (the actual roadway, or intended path of competitors) through a spatially limited environment (the grounds of Princess Peach’s royal abode, in the case of the track “Royal Raceway”). When I was a child, I often played the Nintendo 64 game Mario Kart 64 (1997), which is a competitive cart-racing simulation for up to 4 players. The subversion of game spaces by the player is a prominent issue when discussing level design because designers can not account for every method of play or every choice a player makes.
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