- Issue
- Journal of Siberian Federal University. Humanities & Social Sciences. 2022 15 (2)
- Authors
- Ermakov, Tikhon K.
- Contact information
- Ermakov, Tikhon K.: Siberian Federal University Krasnoyarsk, Russian Federation;
- Keywords
- game space; 2D platformer; motion trajectories; art psychology; player; video games
- Abstract
The article discusses the principles of organizing the gaming space of three 2D platformer games: Celeste Classic, The End is Nigh and Celeste. The main research method is the method of visualization of the game process, during which, for each level in the game we drawn typical lines, reflecting the nature of the player’s movement along the level (lines of a virtual and real goal, lines of a virtual, real and complicated paths), after which we investigated the character of relations between the resulting lines. The data obtained were interpreted in accordance with the theory of psychology of art by L. S. Vygotsky. The main conclusion is that the principle of mismatch of various trajectories of movement is used to construct the play space, which manifests itself at several levels: 1. Mismatch between the lines of real and virtual goals; 2. Mismatch between the goal lines and the path of the player’s movement; 3. The difference between the paths of virtual and real movement of the player; 4. The emergence of a complicated path, setting intermediate goals for the player. The game spaces of the games considered are built according to one of two models: relying more on the differences between the virtual and real paths or offering the player a complicated path
- Pages
- 234–243
- DOI
- 10.17516/1997-1370-0906
- Paper at repository of SibFU
- https://elib.sfu-kras.ru/handle/2311/145357
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0).