Monthly Archives: May 2012

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High Granularity Vs Low Granularity Space

Preface (3/23/2015): I originally wrote this article three years ago, when I was just beginning my design career. It was half proposal, half exploration of design concept. I’ve cut a few parts out that aren’t really relevant to my readers; if it seems to start and end abruptly, that’s why. I had not yet worked on a MOBA, where I learned quite a bit about tanking in PVP, and I overlooked many examples of high-granularity 3D games that had readable positional and facing gameplay. Nevertheless, I think the basic gist of this article is still quite accurate: there is an inverse relationship between spatial granularity and tactical readability.

I’ve been doing a lot of thinking about the game industry’s embrace of fully 3D spaces, huge numbers of possible viewing angles, and the incredible amount of fine granularity introduced when you can move or look anywhere. I’ve come to some interesting conclusions about the effect this all has on gameplay. I want to throw a wrench in the tanking paradigm; bring a focus onto positioning, level design, and the environment; and improve the tactical readability of combat. Read More →