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Mechanic family

Space & Locomotion

Twenty-three ideas about where the player is permitted to be, running from a single frame of Pong to a planet you can descend to without a loading screen.

Mechanics 23 Earliest 1962 Latest 2017 Roots in this family 1

Every entry in this family answers one question: what shape is the space, and what must the player do to cross it. Object Collision As Verb in Spacewar! (1962) is the root of the family and of most of the graph — two things overlap and something happens. Pong compresses that into a Single-Screen Arena, and for most of a decade the frame is the world. Defender breaks the frame in 1980 by decoupling the camera from the playfield, which is the precondition for everything larger than a screen: Super Mario Bros.'s Momentum-Based Platform Control, Metroid's Ability-Gated Interlocked Map, and eventually Grand Theft Auto III's Seamless Streaming Open World, which converts levels into places.

Depth arrives twice. First as a lie — Moon Patrol's parallax layers, Zaxxon's isometric grid, Pole Position's scaling sprites, F-Zero's rotating ground plane — and then as real geometry, in Wolfenstein 3D's raycast corridors and Quake's rooms stacked above rooms. Super Mario 64 supplies the third-person grammar that nearly every 3D action game still runs on.

Designers keep re-litigating one question here: how much of the route belongs to them. Metroid locks space behind capabilities. Assassin's Creed annotates architecture as a climbing grid and calls the result a city. Mirror's Edge makes traversal the primary verb while painting the intended line onto the world. Breath of the Wild deletes the annotation and lets a stamina bar be the only limit. Portal takes the extreme position and hands topology itself to the player. Nobody has settled whether an authored route or an unbounded one makes a world feel larger.

The family, in order of arrival

Every mechanic in this family

Space & Locomotion · 1962
Object Collision As Verb
Object collision is the rule that two things touching in a game's coordinate space causes an event, the primitive unde…
Origin: Spacewar!
Space & Locomotion · 1972
Single-Screen Arena
A single-screen arena keeps the entire playable world inside one unscrolling frame, so every object on display is in p…
Origin: Pong
Space & Locomotion · 1979
Wraparound Topology
Wraparound topology joins opposite edges of the playfield so that leaving one side returns you at the other, turning a…
Origin: Asteroids
Space & Locomotion · 1980
Continuous Scrolling Playfield
A continuous scrolling playfield lets the camera move independently of the world, so a level extends past the edges of…
Origin: Defender
Space & Locomotion · 1980
First-Person Vector Space
First-person vector space places the camera at eye level inside the world and draws that world as wireframe lines, giv…
Origin: Battlezone
Space & Locomotion · 1980
Flip-Screen Room Graph
Flip-screen room graphs build a world from discrete single-screen rooms joined by exits, so moving between spaces is a…
Origin: Adventure
Space & Locomotion · 1982
Isometric Projection
Isometric projection draws a world at a fixed oblique angle so that height, width and depth are all visible at once, w…
Origin: Zaxxon
Space & Locomotion · 1982
Parallax Depth Layers
Parallax depth layers scroll background planes more slowly than the foreground, producing a convincing impression of d…
Origin: Moon Patrol
Space & Locomotion · 1982
Sprite-Scaling Pseudo-3D
Sprite-scaling pseudo-3D enlarges and repositions flat images as they approach the viewer, producing convincing forwar…
Origin: Pole Position
Space & Locomotion · 1985
Momentum-Based Platform Control
Momentum-based platform control gives an avatar acceleration, skidding and a jump whose height depends on how long the…
Origin: Super Mario Bros.
Space & Locomotion · 1986
Ability-Gated Interlocked Map
An ability-gated interlocked map is one continuous world whose closed routes open only when the player gains a new cap…
Origin: Metroid
Space & Locomotion · 1990
Rotating Ground Plane
A rotating ground plane is a single texture-mapped floor that hardware can scale and spin one scanline at a time, lett…
Origin: F-Zero
Space & Locomotion · 1992
Raycast Corridor 3D
Raycast corridor 3D draws a first-person view by casting one ray per screen column into a flat grid of walls, producin…
Origin: Wolfenstein 3D
Space & Locomotion · 1996
Analog Free-Roam 3D Movement
Analog free-roam 3D movement lets a third-person character run in any direction at any speed through an open volume, w…
Origin: Super Mario 64
Space & Locomotion · 1996
Hub-and-Spoke World Access
A hub-and-spoke world is a central space connecting outward to self-contained levels, letting players choose what to a…
Origin: Super Mario 64
Space & Locomotion · 1996
True Polygonal Free-Look Space
True polygonal free-look space renders a world of arbitrary geometry with a camera free to rotate on every axis, so ro…
Origin: Quake
Space & Locomotion · 2001
Seamless Streaming Open World
A seamless streaming open world loads and unloads pieces of a continuous map as the player moves, so a large place can…
Origin: Grand Theft Auto III
Space & Locomotion · 2004
Grapple & Tether Traversal
Grapple and tether traversal attaches the player to a point in the world and converts the resulting swing or pull into…
Origin: Spider-Man 2
Space & Locomotion · 2007
Non-Euclidean Portal Space
Non-Euclidean portal space lets a player join two distant surfaces so that walking or falling into one emerges from th…
Origin: Portal
Space & Locomotion · 2007
Systemic Climbable Surfaces
Systemic climbable surfaces annotate a world's architecture with handholds and ledges that one animation set can read,…
Origin: Assassin's Creed
Space & Locomotion · 2008
First-Person Parkour Flow
First-person parkour flow makes running, vaulting and wall-running the central verbs of a game seen from inside the bo…
Origin: Mirror's Edge
Space & Locomotion · 2016
Planetary-Scale Streaming
Planetary-scale streaming keeps one continuous simulation from ground level to orbit to interstellar space, generating…
Origin: No Man's Sky
Space & Locomotion · 2017
Climb-Anything Stamina Traversal
Climb-anything stamina traversal makes nearly every surface in a world scalable and limits ascent only with a draining…
Origin: The Legend of Zelda: Breath of the Wild

Inherited from other families

Mechanics outside this family that parent something inside it — where the cross-pollination happens.

Exported to other families

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