The Three Core Spaces in Narrative Video Games: Outside, Dungeon, and Town
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Summary
The article analyzes the three fundamental types of spaces in narrative-driven video games (RPGs, adventure games, Zelda games, Elden Ring, etc.): Outside (open world areas like Hyrule field), Dungeon (structured challenge spaces like castles or factories), and Town (social hubs with NPCs and shops). It explores how these three spaces function differently - Outside serves as flexible connective tissue with lower density, Dungeons provide focused challenges and progression, and Towns offer narrative context and resources. The piece examines how game designers integrate these spaces to create cohesive gameplay experiences, with each serving distinct purposes in the overall game structure.
Key quotes
· 4 pulledVideogames, at least the kind I'm talking about (RPGs, adventure kinds of somewhat narrative videogames, Zelda games, Elden Ring, etc), have essentially three 'places'
Outside is the most flexible, but it typically has the lowest density of monsters, NPCs, shops, etc.
Dungeon – The sewers, the final boss' castle, a factory full of monsters, or a literal dungeon
Town – The hub, the place where you get quests, talk to NPCs, buy items, and generally get the context for the game
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