Wolf, M, 1997. The Medium of the Video Game. 1st ed. California: Library of congress.
http://books.google.com.au/books?hl=en&lr&id=lKZriBxbcwQC&oi=fnd&pg=PP11&dq=films+video+games&ots=DFqhNZFFvg&sig=5NfTtJbFXVnXi62nCZJe9OKDwSA#v=snippet&q=film%20&f=false
Jeremy Farrugia
Our assessment on the Lion King incorporates the free-roam flexibility of the player/protagonist as Simba explores the jungle of Pride Rock. His mission or “rule-based” task is to gain skills and knowledge of how to prepare the duties to be king and grow up and take the place of his father. The spaciality of the Pride Rock area will enhance the playing experience through a detailed portrayal of the African wildlife and flora. The protagonist can choose to interact with other animals of the Pride Rock community, chase and kill bugs for bonus points or perform mini tasks in which he learns the jump/roar/attack feature. The spaciality of this plane will then interconnect with the narrative from which Simba and Mufasa must escape the stampede. “[Spaciality] interconnects the different active planes: rule-based, mediated, play-space and fictional” (Nitsche, 2008)
Evelyn Challinor
Nitsche, M, 2008 ‘Video Game Spaces: Image, Play, and Structure in 3D Game Worlds’, Massachusetts Institute of Technology
http://ludicine.ca/sites/ludicine.ca/files/PICARD%20-%20Video%20Games%20and%20Their%20Relationship%20with%20Other%20Media.pdf
Evelyn Challinor
Nitsche, M, 2008 ‘Video Game Spaces: Image, Play, and Structure in 3D Game Worlds’, Massachusetts Institute of Technology
http://ludicine.ca/sites/ludicine.ca/files/PICARD%20-%20Video%20Games%20and%20Their%20Relationship%20with%20Other%20Media.pdf
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