空間是遊戲設計相當重要的元素,不僅與玩家有最直接的互動,更會深深影響遊戲本身的結構。觀察各種遊戲類別及其空間視角的設定,似乎有著潛藏的常態可循,只是鮮少有人深入探討這些慣例的原因或規則。本研究關注的重點就是探討遊戲的攝影機空間,即玩家視角的設計,藉由分析歸納遊戲之空間特徵與形式,深入探討空間如何運作及其表現性,以及整體視覺的呈現效果,與對遊戲本身、跟玩家互動所造成的影響。遊戲為一多元媒材的整合型態,本研究奠基於傳統電影鏡頭語言與類別,跨領域探討遊戲透過螢幕框架所呈現的視覺空間,試圖找出遊戲的獨特性,並對應出遊戲及電影在空間表現方面的互通性等,同時分析熱門及經典遊戲類型運用空間視角的手段與策略。研究成果期能作為日後遊戲空間設計相關的重要參考文獻。
Space is a main component of game design. It not only directly interacts with players, but also greatly affects the game itself. Observing the viewpoint design of different game genres, there seems to be multiple conventions, however, discussion of the reasons for or rules of these patterns is rare. Thus, this research focuses on the camera space, also known as the eye space of the game players. By analyzing the features and forms of camera space, this research studies not only its performance and the visual results, but also the effects upon the game itself and the interaction with players. Games have a cross-disciplinary nature. To discover their unique mechanics, this research, based on movie camera language and types, not only analyzes the strategy and tendency of visual perspective determined by monitors in popular and classic games, but also attempts to find the commonality between games and movies. It is hoped this research may provide an important reference for game space in future game design.