LUNA / Card / SS-13
Card · SS-13
Social Space
Card
Social Space
Ludic Pattern (named combination) differentiation: differentiated
A safe place without combat or time pressure. The agent rests, trades, talks to NPCs, acquires upgrades, deepens the world. It contrasts the tension spaces and gives pacing control. Often the narratively richest places.
Design question – When is the “social space” spatial topology the right choice for your play space?
Reference example – Pokémon–After defeating each Arena Leader, you’ll learn more about the game’s story from the Arena Leader themselves and from other NPCs.
Compatible with
- Cinematic Third Person (VR-05) – View affinity of this spatial topology.
- Classic Isometric (VR-11) – View affinity of this spatial topology.
- Point-and-Click / Scene Camera (VR-14) – View affinity of this spatial topology.
- Visual Novel / Dialogue View (VR-16) – View affinity of this spatial topology.
- Open World (SS-01) – Typical micro-architecture / related topology.
- Hub-and-Spoke (SS-02) – Typical micro-architecture / related topology.
- Branching Network (SS-04) – Typical micro-architecture / related topology.
Consists of
- Ludic Spatial Structure (ludic-spatial-structure) – Spatial layout: a bounded place between the spaces of tension.
- Ludic Regulation (ludic-regulation) – Regulation: no combat, no time pressure; here one trades, recovers and upgrades.
Stack
Belongs to the stack
- Spatial Structures
- How does your game order space? (27 cards)
- Ludic Spatial Structure
- To the term
- SS-12 Puzzle Room
- previous card
- SS-14 Transit Space
- next card