Elements and Patterns of Virtual Contested Space: Understanding the Spatial Anatomy of Competitive Multiplayer First-Person Shooter Video Game Maps

dc.contributor.authorNiu, Meizhu (Julie)
dc.date.accessioned2024-10-17T15:28:19Z
dc.date.available2024-10-17T15:28:19Z
dc.date.issued2024-10-17
dc.date.submitted2024-10-09
dc.description.abstractThe spatial anatomy of video game spaces present a valuable opportunity for architectural research. As the virtual increasingly becomes a prevalent medium for the experience of space, it is important for architects to understand the limitations and possibilities presented within the pixelated landscape. Presently, principles for virtual spaces and their utility are still developing due to their relative novelty. This thesis posits that the field of video gaming, particularly first-person shooter (FPS) games, offers fertile ground for precedents in virtual environment design. Virtual spaces, especially in video games, challenge traditional perceptions of space and offer new ways of seeing and navigating. FPS games, with their immersive first-person perspective, exemplify this by providing dynamic environments where spatial awareness and strategic decision-making are crucial. The design of FPS maps, reminiscent to mazes, creates spaces of contest where players vie for victory through spatial control. This thesis investigates the spatial anatomy of competitive multiplayer FPS video game environments, with a specific focus on maps retrieved from Valorant (2020), one of the most successful titles in the genre. The study identifies key spatial elements within these maps, cataloging these elements into a hierarchical taxonomy, and analyzing how they interact to form patterns that dictate gameplay modalities. This reveals how game designers utilize spatial configurations to achieve specific objectives such as directing player flow, creating tension, and balancing competitive play. By applying space syntax and pattern theory, informed by the works of Bill Hillier, Julienne Hanson, and Christopher Alexander, the deconstruction of FPS maps provides an investigative strategy for understanding how virtual architectural elements influence player behavior and gameplay dynamics. Through this analysis, the aim is to broaden the understanding of digitized space through its use and augmentations in video game environments. This thesis illustrates the significance of FPS video game architecture as artifacts of virtual space and its potential contributions for designing animated, engaging, and purposeful virtual environments as we collectively move towards digitality.
dc.identifier.urihttps://hdl.handle.net/10012/21144
dc.language.isoen
dc.pendingfalse
dc.publisherUniversity of Waterlooen
dc.subjectvideo game architecture
dc.subjectvideo game urbanism
dc.subjectFPS maps
dc.subjectpattern theory
dc.subjectspace syntax
dc.subjectcontested space
dc.titleElements and Patterns of Virtual Contested Space: Understanding the Spatial Anatomy of Competitive Multiplayer First-Person Shooter Video Game Maps
dc.typeMaster Thesis
uws-etd.degreeMaster of Architecture
uws-etd.degree.departmentSchool of Architecture
uws-etd.degree.disciplineArchitecture
uws-etd.degree.grantorUniversity of Waterlooen
uws-etd.embargo.terms0
uws.contributor.advisorFortin, David
uws.contributor.advisorLim Tung, Fiona
uws.contributor.affiliation1Faculty of Engineering
uws.peerReviewStatusUnrevieweden
uws.published.cityWaterlooen
uws.published.countryCanadaen
uws.published.provinceOntarioen
uws.scholarLevelGraduateen
uws.typeOfResourceTexten

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