The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design (20 Oct 2005)
This paper focuses upon developing a high level view of the time structure of ludic systems from a structural perspective, drawing from semiotic theory and proposing a layered model of time structure within which each layer is its own semiotic domain. Being an autonomous semiotic domain means having a different tradition, language, variety of methods, problems and approaches to developing solutions. This high level perspective of ludic systems design provides a kind of meta-level semiotic domain within which each of these narrower domains have a place and that contains the discourse describing their relationships and providing explicit foundations for designing their integration. The aim is not to duplicate existing material of the kind commonly found in game design references (e.g. Rollings and Adams, 2003, Björk and Holopainen, 2005). Rather, the aim is to define a high level structural framework as part of a process of typologically separating design concerns, features, strategies, principles and patterns based upon a broad conception of their semiotic function and as a prelude to and foundation for a more systematic study of the relationships between design solutions and player affects.
Article URL: http://gamestudies.org/0501/lindley/
Read 37 more articles from Game Studies sorted by
Next Article: What WarioWare can teach us about Game Design