Talk:Spatial Segmentation
From Gameontology
More details for Unreal example?
I think we need some more detail on Unreal. Currently it's a weak example, but I seem to recall that the game took place on the surface of a planet where the player basically travelled across the surface (looking for a ship to get off?). I don't remember how the transitions between the different spatial segments worked in this game. Where they continuous (like in Half-Life?) or not? This game sounds like a strong example but it's hard to tell from the description. :: Jp 12:32, 22 February 2007 (EST)
Change in this entry's parent
This element's parent was initially Gameworld rules. We have decided to make it a child of Gameplay Segmentation, since the segmentation of the gameworld space results in the regulation and segmentation of gameplay. This decision is up for discussion. Clara 14:43, 4 April 2006 (EDT)
