Stack · 27 cards
Spatial Structures
How does your game order space?
Belongs to the term
- Ludic Spatial Structure
- The Ludic Spatial Structure orders the places of a game in relation to one another - where: adjacent, distant, connected.
Spatial Structures
What it is about
The Spatial Structure stack describes how a game orders its places in relation to one another: what borders on what, which paths exist between the places, how far one thing is from another. Every game has such an order, if need be an empty one – a pure guessing game orders no space. The stack is form-independent: the same network of places and connections can be a printed board, a world on screen or a building that people walk through.
Instead of a list of space types, the stack works with twelve dimensions in four groups. Articulation – what does the space consist of? Continuity, adjacency. Coherence – how are the places connected? Number of places, degree of connection, returnability, playability of the in-between. Constitution – what is the space like? Persistence, verticality, extent, dimensionality. Relation to the agents – how does the space relate to the players? Multiplication, degree of place differentiation. Every game takes a position on every dimension, and the dimensions are independent of one another.
The 55 cards fall into four sections, each with its own separator card. For the beginning there are nine entry cards: each asks a question that can be answered about one’s own game without prior knowledge – Do you move from space to space? Do fixed routes lead from place to place? – and names the cards to continue with. The twelve dimension cards each show one axis. The 19 value labels are familiar spatial forms made up entirely of dimension values: grid, hex grid, track, linear chain, open world, 2D, 3D and others. A grid, for instance, is discrete, and every space has four or eight neighbours, as in Battleship or Minesweeper. The eight spatial patterns bring more than values: in hub-and-spoke the hub is safe, the spokes are dangerous, one sets out and returns. They also include arena, labyrinth, puzzle room, social space, platform course, multi-storey world and 2.5D - played in the plane, depicted with depth. Two guide cards explain the dimensions and spatial dramaturgy; a blank card is for spatial forms that are on no card.
How to use it
Getting started (10 minutes): Lay out the entry cards, choose those you recognise in your own game, and look on their back for the cards to continue with. Those who know the stack start straight away with the spatial form.
Find the spatial form (15 to 20 minutes): Lay out the value labels and choose the two or three that come closest to the game; read how they are made up of dimension values. Then lay the dimension cards beside them and fix the game’s position on each dimension. Finally, deliberately change one answer and check what kind of game results – for instance a branching network in which the path is skipped instead of played.
Plan the space sequence (25 to 40 minutes): Put the chosen spatial form in the middle, choose four to six spatial patterns and value labels and arrange them in the order in which the players experience them. Then check the rhythm: where does tension arise, where release, where a contrast, where a surprise? The guide card on spatial dramaturgy names basic patterns, such as arena and social space in alternation, or a crescendo from the narrow corridor to the large arena.
Sequence: in ideation, where needed, start via the entry cards, then find the spatial form, then choose spatial patterns where places need a function of their own, then plan the space sequence. After that, clarify what the players see of the space, what happens on it (Organisational Structures) and with which mechanisms one moves and places things in it.
Relations
The spatial structure determines how the space is laid out; what the players perceive of it is not part of it – that is ordered by the view structure. What happens on the space is ordered by the Organisational Structures: Territory governs who controls places, Exploration how they are opened up. With the mechanisms Transit, Placement and Proximity one moves through the space, puts something into it and measures closeness. Multiplication – one shared space, personal areas alongside it, or personal areas only – says who owns which place; who plays with and against whom is determined by the Social Structure. Spatial dramaturgy aims at the Ductus: the sequence of places gives the experience a rhythm.
The cards
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