Tuesday, February 28, 2006

Aerial Rave

Taking into consideration the topic discussed in "Space in the Video Game" by Mark Wolf, the maximization of space within the relm of the program is used in mostly every modern gaming experience. One instence that comes to mind, other than the games that imploy continuious 3d processing, still resides in the land of the 2d fighting game. Though most thought that the 2d design of yore would be replaced by spiffier looking 3d fighters, the proof is in the pudding, most 3d fighters flop while 2d continues going strong. The examples I'd like to use are Guilty Gear XX and the Marvel vs. Capcom series. The traditional boundaries of the 2d fighter were restricted to a surface (something that represented the ground.) Over time the onscreen view of the genra was able to incorperate a pan from one side of the screen to the other. The pan opened up areas (though small) that gave the player less of a claustrophobic feeling and gave the players more space in which to fight. With the next generation of 2d fighters, the bar remains consistantly raised; taking a que from elements introduced in games like Mortal Kombat 3 where players could hit opponants into new areas by knocking them through walls or cielings, the empty space above the avatar's head is no longer safe. Through the advent of the "launcher" and the "aerial rave", game makers have opened a new demention for players to pummel their opponants in. The use of the space above the avatar's heads became a battle field that was no safer than the one on the ground. This space was now included in the level design (along with the paning sides) and could be reached whenever the player felt like taking the fight to another level.

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