Mazes in Videogames

Meaning, Metaphor and Design

Nonfiction, Entertainment, Games
Cover of the book Mazes in Videogames by Alison Gazzard, McFarland & Company, Inc., Publishers
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Author: Alison Gazzard ISBN: 9780786492923
Publisher: McFarland & Company, Inc., Publishers Publication: April 17, 2013
Imprint: Language: English
Author: Alison Gazzard
ISBN: 9780786492923
Publisher: McFarland & Company, Inc., Publishers
Publication: April 17, 2013
Imprint:
Language: English

From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author’s personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.

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From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author’s personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.

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