"when I’m explaining video game criticism to someone who doesn’t play games I make a V with my fingers" #wymhm

Phenomenology, or the study of how we experience things, works on the assumption that numerous sensations make-up our personal experiences. In games there are three basic ways we experience architecture: as game design, as a personalized space, or through a hybrid of the two. An excellent essay by Laurie N. Taylor highlights the difference between an actual experienced space in a game and one where the space is purely an exercise in design. (”Toward A Spatial Practice in Video Games”, Gameology, 21 June 2005) In the game Super Mario Brothers, you largely only move to the right. Everything in the game exists to impede progress, usually requiring you to jump around. All spaces in the game are hostile, and we never have to conceive of them as anything other than obstacles. Contrast that to a game like Metroid where you will be traversing two long hallways in between zones for most of the game. You get to know those hallways. You think of them as a hub, a spot that means something besides just turn right to avoid danger. That’s when the transition from design into personalized space begins to happen.