Sunday, May 13, 2012

Project space (revision)


Pedro Vargas

Sean Pessin

English 114B

May 13, 2012

Project Space

             The world of videogames is shaped primarily by its usage of space. This space is in charge of providing the boundaries and rules to which a player must adjust to in order to be successful. These rules can range from the perspective of the game (if it’s a first person or a third person) all the way to what spaces the character has access to. Naturally, some of these rules may be similar for some videogames of the same genre but they are also different in various ways. The fact that they are different is what makes the experience for every videogame unique. To determine how the rules of a videogame impact the player’s experience, it is necessary to analyze the way programmers use space in a videogame. For this analysis I will focus on the usage of space in the game Castlevania: Lament of Innocence.

            Castlevania is an adventure game which takes place in the 11th century. I figured that adventure games would be the best to use for this particular analysis because they generally allow the player to roam around and explore the space without a time restraint. Because Castlevania takes place in a giant medieval castle, it is obvious that the castle walls would be the boundaries of the entire game. There is a world beyond the castle that the programmers added but it is not a world that the player has access to. This world can be seen when the player is at the top of the castle but because of the distance from the ground, the game doesn’t allow the player to jump off; or at least that’s the thinking. I also think that the limited boundaries keep the player on track to reaching the ultimate purpose of the game: Finding Dracula and killing him. By narrowing an entire world to just one castle, the player now has no choice but to fulfill the purpose that the game was intended for. The interior of the castle, however, is also filled with boundaries and obstacles.

            One of the major obstacles of the game is the enemies that the player has to face along his quest to slay Dracula. Every space in the castle has its own unique set of enemies that are specific for the environment. The gardens of the castle, for example, are filled with poisonous man-eating plants and giant insects. This is relevant to the game because the player has to change weapons according to his enemies. Holy water won’t kill plants so it is useless in the gardens of the castle. To add to the difficulty, these enemies put one at a natural disadvantage because they can do things in their specific space that the player can’t. Every room and corridor in the game is designed this way. In the gardens, for instance, the plants can use the vines growing on the walls to restraint you so they can kill you. In other areas, enemies hide in the dark and use the element of surprise to try and bring you down. Some enemies can fly and others are so big that the player has no other choice than to slay him or her before they can advance. Logically, one would think that it is just easier to avoid any confrontation with enemies but the game isn’t designed that way. The programmers made it so that the player has to defeat certain enemies to obtain valuable objects, like keys. These keys or objects are necessary to advance in the castle and find Dracula.

            To balance the position of a natural disadvantage the rules put a player in, the programmers also included special weapons, armors, or power-ups. These perks, however, are difficult to find because they are hidden in areas that are not present in the player’s map. In a way this symbolizes that these perks are a way of cheating the game. Because they are not in the map which is the space that the programmer wants the player to focus on; then they are not intended to be found but are made available anyway. Some common places to find these perks are behind walls, paintings, or statues. To know exactly where, the programmers added some small clues like a crack on a wall or the slanted position of the painting that the player should look out for. The hardest secrets to find, however, are those that the player can’t see because they are out of the camera angle of the game. Because the game is a third person (the camera is behind the character), the player can only see what’s in front of the character. Some secrets are behind the camera and to find them one would have to pay real close attention to the secret clues the space gives out. One example of these secret clues is the lightning outside which a player can see by looking through the window. This lightning appears after the character defeats the only enemy in the room who happens to be a very powerful one. The fact that there is only one very powerful enemy in the room is suspicious but the clue is that the lightning appears after he is defeated. This means that the player is close to something important and it is related to lightning. Sure enough, there is a secret room behind the camera which contains a whip of lightning that has the power to defeat just about any enemy. The irony is that the whip can break through any enemy except the most powerful one: the Castle itself. So maybe power-ups give a player certain advantages but the character is still vulnerable to the dangerous spaces and boundaries of the castle.

            Castles are known for having hidden traps and dangerous areas. The designers of this castle turned the entire thing in to a giant trap designed to eliminate the player. Because the programmers made the boundaries, the player has no choice but to enter the trap. This trap consist of moving objects, flying weapons, lasers, giant sharp pendulums, closing walls, spikes on the walls and floors, lava, and many other things that can kill the character. Ironically, these dangerous traps don’t harm the enemies. This means that the player will have to be much more careful while advancing in the castle. The only spaces that don’t have traps are the points where the player can save the game and the entrance of the castle. Everywhere else has dangerous traps that become more abundant and dangerous as the player gets closer to passing the game. Perhaps the most dangerous trap is not one that has a trap condensed space, but one that uses the least traps in a given space. In the castle, there are some areas that show only a light on the character and the entire room is completely dark. Besides a couple of steps scattered around the room, the floor is bottomless. In this trap the player has to guestimate where the steps are so that s/he may cross. If the player misses the steps and falls, s/he will be instantly sent to the beginning of the level. This is worse than dodging giant pendulums or getting struck by spikes because it’s an automatic death. The other traps give you a chance to live but the bottomless traps instantly kill you. One can learn the patterns in the traps to predict how they will operate but some spaces of the castle don’t have any specific pattern that a player can learn. These areas are made this way by random movement.
This image is an example of how lasers limit a player's mobility in the given space (image from google images)

            The castle has some dangerous areas where the space constantly changes and rearranges so that the player is never comfortable. These areas are some of the most difficult to get by in the entire castle. One very interesting thing about these areas is that the boundaries constantly change. Sometimes the walls get closer which gives the player a narrower area to fight the already adapted enemies, other times the ceiling gets lower which limits the player’s ability to escape enemy attacks by jumping. What’s frustrating about this change of space is the fact that the player has no way of controlling it. The walls and the ceiling will move randomly and the player can’t do anything about it except to go by the change and defeat the enemies. The fact that the player can’t break the walls or the ceiling symbolizes that the castle has ultimate power over the individual. This control of space is also evident when the player reaches the boss of every level of the castle.

            Fighting every boss in the game is difficult because every arena is designed to protect the boss. Ironically, the player fights through many dangerous spaces to get to an even more dangerous space so that s/he can reach the most dangerous out of all the spaces. In every level the most dangerous space is the one where you fight the boss.  Usually, a player can’t attack the boss of a level directly because every boss is protected by some sort of shield. In one level, for instance, the boss was a vampire who controlled these giant swords which protected him. Before the player can strike this vampire, s/he must first destroy three magical orbs which give the vampire his power. These orbs, however, are found in every corner of the room. This means that the player will have to dodge and block attacks from the vampire while s/he destroys these orbs in the furthest ends if the room. This also applies to level in which the player fights Dracula. Because Dracula is supposed to be the final boss of the game, fighting him would naturally be far more difficult. In order to strike Dracula the player first has to go to the furthest corners of the entire castle to gather the necessary ingredients to create a weapon that actually hurts him. Then after the player has this weapon, s/he must fight Dracula in a very small room.  By increasing the space between each of these ingredients, the player is exposed to many more attacks and dangers. Then by decreasing the space in which the player fights Dracula, it makes dodging and blocking his attacks far more difficult. Only after a player actually manages to defeat Dracula under these conditions can s/he pass the game.


            In conclusion, the usage of space in Castlevania: Lament of Innocence is primarily designed to expose the player to all the dangers of the castle so s/he can reach Dracula and kill him. This is done by bounding the player to the castle using the giant castle walls as boundaries and making it so that the player must travel around the castle so s/he can collect vital items. To get these items, the player will have to face countless enemies and a dangerous castle which was designed to use its space to kill you. The player, however, has no choice but to try and survive these traps so that s/he can get to Dracula and kill him. At the end of the game, the player watches as the castle crumbles down which symbolizes that it has been defeated. Ironically, this is the only time in the entire game that the player leaves the boundaries of the castle but the player still isn’t allowed to explore outside of the castle. This ultimately means the programmers still have ultimate control over the space and they decide what part of it the player can explore. In a way it’s like a tease that keeps the players wondering what lies beyond those walls. The forest might be filled with more mythical creatures or it might be filled with other kinds of creatures. It’s one of those mysteries that keep the players interested in this universe. At some point this universe was just a part of someone’s imagination but thanks to the technology, we can now be a part of it. Space is something filled with many mysteries but for the first time in history, we are able to create it.

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