The two dimensions as a metaphor of control in gaming landscapes
Nowadays, the 3D is the main setting of the core game language. The engines that structure it are in the heart of economic discourses that cross the entire game industry. Compared to this, 2D (including the perspective visual) becomes a sort of nostalgic totem, able to account itself only in indie p...
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Format: | Article |
Language: | English |
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Ass.ne Culturale Ludica
2013-03-01
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Series: | G|A|M|E The Italian Journal of Game Studies |
Subjects: | |
Online Access: | http://www.gamejournal.it/the-two-dimensions-as-a-metaphor-of-control-in-gaming-landscapes/ |
_version_ | 1811332808266743808 |
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author | Enrico Gandolfi |
author_facet | Enrico Gandolfi |
author_sort | Enrico Gandolfi |
collection | DOAJ |
description | Nowadays, the 3D is the main setting of the core game language. The engines that structure it are in the heart of economic discourses that cross the entire game industry. Compared to this, 2D (including the perspective visual) becomes a sort of nostalgic totem, able to account itself only in indie productions, on portable and/or low hardware and in famous sagas that use it as distinctive mark. But 2D is not only a residual, resistant memory characterized by an opposition to mainstream patterns in digital entertainment; again, it’s not a mere simplification in gameplay in order to meet casual gamers’ preferences. |
first_indexed | 2024-04-13T16:42:31Z |
format | Article |
id | doaj.art-2898f88320344390b7517191a5b46652 |
institution | Directory Open Access Journal |
issn | 2280-7705 |
language | English |
last_indexed | 2024-04-13T16:42:31Z |
publishDate | 2013-03-01 |
publisher | Ass.ne Culturale Ludica |
record_format | Article |
series | G|A|M|E The Italian Journal of Game Studies |
spelling | doaj.art-2898f88320344390b7517191a5b466522022-12-22T02:39:10ZengAss.ne Culturale LudicaG|A|M|E The Italian Journal of Game Studies2280-77052013-03-011845The two dimensions as a metaphor of control in gaming landscapesEnrico Gandolfi0Kent State UniversityNowadays, the 3D is the main setting of the core game language. The engines that structure it are in the heart of economic discourses that cross the entire game industry. Compared to this, 2D (including the perspective visual) becomes a sort of nostalgic totem, able to account itself only in indie productions, on portable and/or low hardware and in famous sagas that use it as distinctive mark. But 2D is not only a residual, resistant memory characterized by an opposition to mainstream patterns in digital entertainment; again, it’s not a mere simplification in gameplay in order to meet casual gamers’ preferences.http://www.gamejournal.it/the-two-dimensions-as-a-metaphor-of-control-in-gaming-landscapes/PerspectiveVisual representation |
spellingShingle | Enrico Gandolfi The two dimensions as a metaphor of control in gaming landscapes G|A|M|E The Italian Journal of Game Studies Perspective Visual representation |
title | The two dimensions as a metaphor of control in gaming landscapes |
title_full | The two dimensions as a metaphor of control in gaming landscapes |
title_fullStr | The two dimensions as a metaphor of control in gaming landscapes |
title_full_unstemmed | The two dimensions as a metaphor of control in gaming landscapes |
title_short | The two dimensions as a metaphor of control in gaming landscapes |
title_sort | two dimensions as a metaphor of control in gaming landscapes |
topic | Perspective Visual representation |
url | http://www.gamejournal.it/the-two-dimensions-as-a-metaphor-of-control-in-gaming-landscapes/ |
work_keys_str_mv | AT enricogandolfi thetwodimensionsasametaphorofcontrolingaminglandscapes AT enricogandolfi twodimensionsasametaphorofcontrolingaminglandscapes |