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The methods a game uses to present information to players can be analyzed in a number of ways. While interesting cultural discoveries can be made through comparatively studying a game's presentational approach including things like setting, tone or genre, we have chosen to focus our attention in this ontology on presentation as it directly serves gameplay. That is, rather than examining Grim Fandango's presentation for its excellent use of film noir and art deco visuals or the rich flavor that those visuals and the game's voice acting and music provide, we are electing to focus on more functional and structural matters. How does the game's presentation structure the gameplay?