Trigger Happy
such skewed spaces would initially be very confusing to the gameplayer, but by building in a sufficient degree of intuitive predictability in other
Or why should a videogame not let us move through Escherian space, with its baffling perspectival contradictions? Escher’s prints depend for their power on a single point of view, deliberately chosen to maximize the illusion. With a moving point of view such as a videogame provides, designers would need to write very clever algorithms to adjust the illusion according to every movement of the player so that the house of cards did not fall.
This wouldn’t be easy. But designers ought to have the courage to play with the very fabric of their unreality, to create ever newer kinds of space rather than settling permanently on scientific perspective— itself, as we have seen, a tissue of illusionistic distortions.
_________________
55 “It is obvious that an imagined world, however different it may be from the real one, must have