*THE ART OF CONTESTED SPACES~( SCORE(l) HI- SCORE SCORE(2) ~~~~ *HENRV ~~~~ JEt'U<It~S .....·KUF.~T 198~ SQUIRE* ~ ., - I I Let's try something bold. Let's start from the assumption that games are an Important form of contemporary art. What kind of art are they? MQst often. critics discuss games as a narrative art. as interactive cinema 0 participatory storytelling. But' perhaps we should consider another startin point. Viewing games as a spatial a with its roots in architecture, land painting. sculpture. gardening or amusement-park design. Game worlds are totally constructe environments. Everything there was put on the screen for a purpose shaping the game play or contributin to the mood and atmosphere or encouraging performance. playfuln competition or collaboration. If games tell stories, they do so by organiung spatial features. If games stage combat. then players learn to scan their environments for competi'tiv advantages. Game designers create immersive worlds with embedded rules and relationships among objects that enable dynamic experiences. I (~8Lt)~8S * 1St U w C1 a:: I""" w o t 1I1 t w u z: o o u, a:: t Ct:: w I t * >k T HE ART OF CONTESTED SPACES ::f:: (fj68 )fj68 *THE ART OF CO~~TESTED SPACES* (S7S)S71 ::t:: T HE ART OF CONTESTED SPACES ::t:: (~72)~ 7 3 *THE ART OF CONTESTED SPACES* Game designers increasingly focus on the overall 'mood' or emotional colou of their projects. Hoping to produce games that can provide a broader range of emotional experiences, they draw inspiration from classicmelodrama, where elements of the mise en scene become emotional correlatives for the protagonist's woes. Yu Suzuki situates characters In more 'everyday' environments. His ep ic role-playing game Shenmue is set ill a small Japanese village, circa 1986. The game's adolescent protagonist, Ryo, struggles against the men who murdered his father. Grey skies and snowy streets contribute to the game's sad, contemplative mood, expressing Ryo's experience of mourning and loss. Myst, the dream project of Rand and Robyn Miller; was another game tha received high praise for its atmosphenc design. The artfulness of Myst invites us to linger and contemplate, like visitors in a museum. Myst's reputation as a 'thinking person's game' ultimately has less to do with its puzzles than with its amber colour scheme , its Rembrandt-like play with light and shadows, and its fascination with the textures of the material world. (S7Lt)S7S
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