Writing Analysis: Spatial

The game that I’ve played for the “spatial” topic is called “Torchlight II”. It is an 3 dimensional RPG game on steam and takes place in a fantasy world. The story of the game talks about an alchemist who has become corrupt with power, and your playable character, who can be classified as a mage, barbarian, rogue etc. has to defeat the evil driven alchemist. The game is played by using the W A S D arrows to move, the right mouse button to attack/loot, and the left mouse button to use mana attacks (magical power). Looting items allows you to be stronger, faster and more defensive, while killing enemies and beasts gives you more EXP to level up and grow stronger.

The viewpoint of the game can be described as “god’s eye view” but at an angle, allowing the player to view their character as well as enemies, treasures, and different paths that one can take in the map. The space is view is set so that the player will not have a hard time exploring the vast map and world that is created in the game. In the real world, we can look forwards, backwards, up, down and to the sides (first person), but being put into a higher perspective allows the player to look at the world from more than one angle at the same time, making navigation and fighting off dangers a lot easier. Some of the structures in the space resemble those to our real world, for example, mountains, bridges, rivers, even graveyards, but others, such as bosses. Our expectations are challenged in the sense that we never know when to expect surprises such as enemy attacks and random loots. It also challenges us in the sense that while searching for loot, we never know what to expect, because looking into a pile pf bones for example, two similar piles of bones could disperse completely different loots.

Meaning is created in this game through the story line and the characters found across the widespread location of the map. The player can talk to NPCs and interact with the people around the world, and each NPC has a story of their own and information to give to the character to help them continue with the story. eventually, with the help of the NPCs and items, the player will be able to progress through the game and finally defeat the evil alchemist.

The concept of time in this game is similar to that which is in the real world, however, the only alteration to time here would be that it is sped up so that day and night passes through much faster. A day in the game would go by every few minutes. There is no time limit to which the character must abide by in order to finish the game, and time is not exactly counted. It is really only there to tell which enemies shouldbe attacking at what time of day.

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