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	<title>Comments for Three Parts Theory</title>
	<atom:link href="http://threepartstheory.wordpress.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://threepartstheory.wordpress.com</link>
	<description>Four Parts Game</description>
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		<title>Comment on The Unit Operations of Place Formation by Conor Mckeown</title>
		<link>http://threepartstheory.wordpress.com/2011/10/09/the-unit-operations-of-place-formation/#comment-145</link>
		<dc:creator><![CDATA[Conor Mckeown]]></dc:creator>
		<pubDate>Fri, 08 Mar 2013 09:17:52 +0000</pubDate>
		<guid isPermaLink="false">http://threepartstheory.wordpress.com/?p=109#comment-145</guid>
		<description><![CDATA[Unit Operations is an unsung classic. It really should have been used to form a backbone of new theory relating to videogames. I have used it to talk about cinema in my MPhil work and found it works wonderfully for the analysis of post-modern subjects (particularly videogame inspired) such as &lt;i&gt;Suckerpunch&lt;/i&gt;. I&#039;m upset that I haven&#039;t seen more Unit Operations focused criticisms of specific titles - I think it would be incredibly fruitful for others to carry on Bogost&#039;s work, testing its limitations and finding its strengths.]]></description>
		<content:encoded><![CDATA[<p>Unit Operations is an unsung classic. It really should have been used to form a backbone of new theory relating to videogames. I have used it to talk about cinema in my MPhil work and found it works wonderfully for the analysis of post-modern subjects (particularly videogame inspired) such as <i>Suckerpunch</i>. I&#8217;m upset that I haven&#8217;t seen more Unit Operations focused criticisms of specific titles &#8211; I think it would be incredibly fruitful for others to carry on Bogost&#8217;s work, testing its limitations and finding its strengths.</p>
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		<title>Comment on What&#8217;s Wrong With Michael Nitsche&#8217;s Video Game Spaces by Conor Mckeown</title>
		<link>http://threepartstheory.wordpress.com/2010/11/27/whats-wrong-with-michael-nitsches-video-game-spaces/#comment-144</link>
		<dc:creator><![CDATA[Conor Mckeown]]></dc:creator>
		<pubDate>Fri, 08 Mar 2013 09:13:01 +0000</pubDate>
		<guid isPermaLink="false">http://threepartstheory.wordpress.com/?p=26#comment-144</guid>
		<description><![CDATA[Hey buddy - you should read Stockburger&#039;s PhD thesis on the subject. He does a great deconstruction of Soja and Lefebvre&#039;s first (perceived) second (conceived) and third (lived) spaces. It&#039;s available on his website. Honestly, best piece on space in games I have EVER read.]]></description>
		<content:encoded><![CDATA[<p>Hey buddy &#8211; you should read Stockburger&#8217;s PhD thesis on the subject. He does a great deconstruction of Soja and Lefebvre&#8217;s first (perceived) second (conceived) and third (lived) spaces. It&#8217;s available on his website. Honestly, best piece on space in games I have EVER read.</p>
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		<title>Comment on As Far As The Eye Can See: How Skyrim Distorts Spatial Relationships by Level Design Among Other Things &#124; Video Game Design ISP Blog</title>
		<link>http://threepartstheory.wordpress.com/2011/11/23/as-far-as-the-eye-can-see-how-skyrim-distorts-spatial-relationships/#comment-143</link>
		<dc:creator><![CDATA[Level Design Among Other Things &#124; Video Game Design ISP Blog]]></dc:creator>
		<pubDate>Tue, 27 Nov 2012 01:42:21 +0000</pubDate>
		<guid isPermaLink="false">http://threepartstheory.wordpress.com/?p=137#comment-143</guid>
		<description><![CDATA[[...] As Far As The Eye Can See: How Skyrim Distorts Spacial Relationships [...]]]></description>
		<content:encoded><![CDATA[<p>[...] As Far As The Eye Can See: How Skyrim Distorts Spacial Relationships [...]</p>
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		<title>Comment on As Far As The Eye Can See: How Skyrim Distorts Spatial Relationships by Adrian Forest</title>
		<link>http://threepartstheory.wordpress.com/2011/11/23/as-far-as-the-eye-can-see-how-skyrim-distorts-spatial-relationships/#comment-131</link>
		<dc:creator><![CDATA[Adrian Forest]]></dc:creator>
		<pubDate>Sun, 13 May 2012 16:43:10 +0000</pubDate>
		<guid isPermaLink="false">http://threepartstheory.wordpress.com/?p=137#comment-131</guid>
		<description><![CDATA[That&#039;s an interesting comparison, yeah. Although the area between towns/dungeons is still shown to the player at a 1:1 scale. But also, and this is something I&#039;ll devote a post to at some later date, the towns themselves are kind of unrealistically small, as though they&#039;re meant to be abstracted representations of larger towns.]]></description>
		<content:encoded><![CDATA[<p>That&#8217;s an interesting comparison, yeah. Although the area between towns/dungeons is still shown to the player at a 1:1 scale. But also, and this is something I&#8217;ll devote a post to at some later date, the towns themselves are kind of unrealistically small, as though they&#8217;re meant to be abstracted representations of larger towns.</p>
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		<title>Comment on As Far As The Eye Can See: How Skyrim Distorts Spatial Relationships by owen</title>
		<link>http://threepartstheory.wordpress.com/2011/11/23/as-far-as-the-eye-can-see-how-skyrim-distorts-spatial-relationships/#comment-130</link>
		<dc:creator><![CDATA[owen]]></dc:creator>
		<pubDate>Sun, 13 May 2012 14:19:54 +0000</pubDate>
		<guid isPermaLink="false">http://threepartstheory.wordpress.com/?p=137#comment-130</guid>
		<description><![CDATA[So the overworld map maybe at a different scale than that in town areas.  Like the old JRPGs from the 90s!]]></description>
		<content:encoded><![CDATA[<p>So the overworld map maybe at a different scale than that in town areas.  Like the old JRPGs from the 90s!</p>
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		<title>Comment on As Far As The Eye Can See: How Skyrim Distorts Spatial Relationships by Design Roundup #9 &#171; Significant Bits</title>
		<link>http://threepartstheory.wordpress.com/2011/11/23/as-far-as-the-eye-can-see-how-skyrim-distorts-spatial-relationships/#comment-129</link>
		<dc:creator><![CDATA[Design Roundup #9 &#171; Significant Bits]]></dc:creator>
		<pubDate>Sat, 12 May 2012 19:48:47 +0000</pubDate>
		<guid isPermaLink="false">http://threepartstheory.wordpress.com/?p=137#comment-129</guid>
		<description><![CDATA[[...] As Far As The Eye Can See &#8211; How optical illusions are employed in Skyrim to make the gameworld feel vast. [...]]]></description>
		<content:encoded><![CDATA[<p>[...] As Far As The Eye Can See &#8211; How optical illusions are employed in Skyrim to make the gameworld feel vast. [...]</p>
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		<title>Comment on As Far As The Eye Can See: How Skyrim Distorts Spatial Relationships by Adrian Forest</title>
		<link>http://threepartstheory.wordpress.com/2011/11/23/as-far-as-the-eye-can-see-how-skyrim-distorts-spatial-relationships/#comment-127</link>
		<dc:creator><![CDATA[Adrian Forest]]></dc:creator>
		<pubDate>Sat, 07 Jan 2012 13:38:49 +0000</pubDate>
		<guid isPermaLink="false">http://threepartstheory.wordpress.com/?p=137#comment-127</guid>
		<description><![CDATA[I&#039;m pretty sure my thesis was that fast-travel *increases* the perceived distance, so we agree on that, actually. :)]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m pretty sure my thesis was that fast-travel *increases* the perceived distance, so we agree on that, actually. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on As Far As The Eye Can See: How Skyrim Distorts Spatial Relationships by Andy Durdin (@adurdin)</title>
		<link>http://threepartstheory.wordpress.com/2011/11/23/as-far-as-the-eye-can-see-how-skyrim-distorts-spatial-relationships/#comment-126</link>
		<dc:creator><![CDATA[Andy Durdin (@adurdin)]]></dc:creator>
		<pubDate>Fri, 06 Jan 2012 00:18:39 +0000</pubDate>
		<guid isPermaLink="false">http://threepartstheory.wordpress.com/?p=137#comment-126</guid>
		<description><![CDATA[I think Lee is right that the fogging contributes most to the feeling of distance.

I don&#039;t understand what you&#039;re trying to describe with &quot;perspective distortion&quot;—that distant objects appear too small yet mountains appear too high? Isn&#039;t that contradictory?

That mountains appear so tall is just the result of them being actually quite close. The lack of a true horizon that mountains might disappear over could be a factor, except that I dont think the distances are not actually large enough in the game world for that to be relevant.

I also have to disagree with your thesis about fast travel reducing  perceived distances. I made a point of playing Skyrim without fast travel (having used it extensively in Oblivion and Fallout 3). The experience of actually walking between two cities, and the very small amount of real-world time it takes ends up making them feel to me much closer together than when I used fast travel over a similar distance. Fast travel introduces a discontinuity in time/space that I automatically interpret as longish; this is similar in feel to a  *  *  *  break in a book, I think.]]></description>
		<content:encoded><![CDATA[<p>I think Lee is right that the fogging contributes most to the feeling of distance.</p>
<p>I don&#8217;t understand what you&#8217;re trying to describe with &#8220;perspective distortion&#8221;—that distant objects appear too small yet mountains appear too high? Isn&#8217;t that contradictory?</p>
<p>That mountains appear so tall is just the result of them being actually quite close. The lack of a true horizon that mountains might disappear over could be a factor, except that I dont think the distances are not actually large enough in the game world for that to be relevant.</p>
<p>I also have to disagree with your thesis about fast travel reducing  perceived distances. I made a point of playing Skyrim without fast travel (having used it extensively in Oblivion and Fallout 3). The experience of actually walking between two cities, and the very small amount of real-world time it takes ends up making them feel to me much closer together than when I used fast travel over a similar distance. Fast travel introduces a discontinuity in time/space that I automatically interpret as longish; this is similar in feel to a  *  *  *  break in a book, I think.</p>
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		<title>Comment on As Far As The Eye Can See: How Skyrim Distorts Spatial Relationships by Lee Kelly</title>
		<link>http://threepartstheory.wordpress.com/2011/11/23/as-far-as-the-eye-can-see-how-skyrim-distorts-spatial-relationships/#comment-73</link>
		<dc:creator><![CDATA[Lee Kelly]]></dc:creator>
		<pubDate>Mon, 05 Dec 2011 17:22:35 +0000</pubDate>
		<guid isPermaLink="false">http://threepartstheory.wordpress.com/?p=137#comment-73</guid>
		<description><![CDATA[&lt;i&gt;Skyrim&lt;/i&gt;&#039;s false sense of scale is primarily a consequence of its aggressive fogging of distant objects. I live on a hill in the country. Stepping outside and looking north-west, I can see a  house nestled among some trees on on a ridge; it is about a mile away as the crow flies. Although I can&#039;t see much detail, the colours of its walls, doors, and surrounding trees are almost as vibrant as objects a few feet away. I have to gaze several miles beyond the ridge, to a distant tree-line, before the colours begin looking muted and washed out. Farther away, on the horizon,  I see only silhouettes of tree-covered hills and a blinking communications tower. I know the hills are full of vibrant greens, but they just appear washed out against the sky, a slightly deeper shade of blue. &lt;i&gt;Skyrim&lt;/i&gt; mimics this atmospheric fogging, but imposes it very aggressively, making distant objects seem much farther away.

The lie of Skyrim&#039;s land also adds to the illusion, because there is almost always from rocky outcrop or craggy hill obscuring the transition between vibrant and washed-out colours. For example, look at your second to last screenshot: the colours of the distant mountain look very washed out, almost like it is twenty miles away, giving the impression of a large expanse of land between it and the nearer mountain. The illusion is less impressive in your second and third screenshots even though the mountains are probably a similar distance away, because there is nothing to break the line of sight between the player and the mountain&#039;s base. The impression given by the second screenshot is that of a slightly hazy day, while the impression of the other is a clear day and a distant mountain.

Adding to the sense of scale, is the exaggeration of altitude when scaling mountains. Weather and vegetation transition from lush woodland to barren mountainside quite rapidly and, with the accelerated day-night cycle, reinforce the sense of travelling large distances.]]></description>
		<content:encoded><![CDATA[<p><i>Skyrim</i>&#8216;s false sense of scale is primarily a consequence of its aggressive fogging of distant objects. I live on a hill in the country. Stepping outside and looking north-west, I can see a  house nestled among some trees on on a ridge; it is about a mile away as the crow flies. Although I can&#8217;t see much detail, the colours of its walls, doors, and surrounding trees are almost as vibrant as objects a few feet away. I have to gaze several miles beyond the ridge, to a distant tree-line, before the colours begin looking muted and washed out. Farther away, on the horizon,  I see only silhouettes of tree-covered hills and a blinking communications tower. I know the hills are full of vibrant greens, but they just appear washed out against the sky, a slightly deeper shade of blue. <i>Skyrim</i> mimics this atmospheric fogging, but imposes it very aggressively, making distant objects seem much farther away.</p>
<p>The lie of Skyrim&#8217;s land also adds to the illusion, because there is almost always from rocky outcrop or craggy hill obscuring the transition between vibrant and washed-out colours. For example, look at your second to last screenshot: the colours of the distant mountain look very washed out, almost like it is twenty miles away, giving the impression of a large expanse of land between it and the nearer mountain. The illusion is less impressive in your second and third screenshots even though the mountains are probably a similar distance away, because there is nothing to break the line of sight between the player and the mountain&#8217;s base. The impression given by the second screenshot is that of a slightly hazy day, while the impression of the other is a clear day and a distant mountain.</p>
<p>Adding to the sense of scale, is the exaggeration of altitude when scaling mountains. Weather and vegetation transition from lush woodland to barren mountainside quite rapidly and, with the accelerated day-night cycle, reinforce the sense of travelling large distances.</p>
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		<title>Comment on As Far As The Eye Can See: How Skyrim Distorts Spatial Relationships by S.Empiricus</title>
		<link>http://threepartstheory.wordpress.com/2011/11/23/as-far-as-the-eye-can-see-how-skyrim-distorts-spatial-relationships/#comment-72</link>
		<dc:creator><![CDATA[S.Empiricus]]></dc:creator>
		<pubDate>Mon, 05 Dec 2011 08:42:19 +0000</pubDate>
		<guid isPermaLink="false">http://threepartstheory.wordpress.com/?p=137#comment-72</guid>
		<description><![CDATA[“This is is something I (perpetually) mean to cover in its own post, but I’m talking about the way small towns and cities seem to be stand-ins, symbolic representations, of larger actual settlements within the fiction of the game, and particularly relevant to the question of distorting space, the way that relatively short distances between settlements seem to be symbolic of longer distances in the fiction.”

I find this, in newer more &quot;realistic&quot; games a common source of minor angst. My expectations for how things ought to be, reinforced by the realistic graphics, constantly rub against my discovery that the game is built around abstract, unrealistic systems that constantly need to be adjusted for. A world of Skyrim&#039;s size with realistic geography would appeal to me far more, and I wonder why it has not been attempted yet.]]></description>
		<content:encoded><![CDATA[<p>“This is is something I (perpetually) mean to cover in its own post, but I’m talking about the way small towns and cities seem to be stand-ins, symbolic representations, of larger actual settlements within the fiction of the game, and particularly relevant to the question of distorting space, the way that relatively short distances between settlements seem to be symbolic of longer distances in the fiction.”</p>
<p>I find this, in newer more &#8220;realistic&#8221; games a common source of minor angst. My expectations for how things ought to be, reinforced by the realistic graphics, constantly rub against my discovery that the game is built around abstract, unrealistic systems that constantly need to be adjusted for. A world of Skyrim&#8217;s size with realistic geography would appeal to me far more, and I wonder why it has not been attempted yet.</p>
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