The Design of Virtual Space: Lessons from Videogame Travel

  • Authors:
  • Steve Guynup

  • Affiliations:
  • Art Institute of Pittsburgh, USA

  • Venue:
  • International Journal of Gaming and Computer-Mediated Simulations
  • Year:
  • 2010

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Abstract

Videogames are the starting point for the general understanding of virtual space. Grove & Williams, 1998. Academics use videogames to describe virtual space Murray, 1997; Nitsche, 2009. Others argue that there is no understanding of virtual space, only a loose collection of articles connected by the issue of realism in rendering or behavior Manovich, 2001. These statements point to a lack of understanding of virtual space on its own terms and set the stage for this document. This is a design document, written by a designer of virtual spaces. Its purpose is to provocatively explore user experience and task completion as forces that influence the design of virtual space. This is not a conventional research paper. The complex relationships of narrative, realism, motivation, usability, and human computer interaction HCI are unpacked in the videogame World of Warcraft through a detailed examination of travel. It is proposed that the exploration of travel in a videogame can provide a toolkit of ideas for the application of narrative, realism, motivation, and usability in virtual space. Travel can inform designers on issues of user experience and task completion in virtual spaces