Sneaking ‘n’ Stealing: An example and analysis of a gamespace
Coming off yesterday’s post, I feel might be easier to think
about gamespaces, and the idea of the three sub-spaces, in the
context of looking a game and trying to decide where
each division might be made. To that end, I have created an
example game to think about.  Welcome to Sneaking ‘n’ Stealing,
a game about going into houses, taking stuff and getting away
safely.  Story: Charlie likes to steal things from people’s
houses. Help Charlie steal things without getting caught.   Use
W (Up), A (Left), S (Down), D (Right) to move Charlie. Black
lines are impassable.  Avoid the flashlights of the guards.
Getting caught means restarting the level. In order to complete
the level, you must successfully get the treasure and get to the
exit without being caught.  Sneaking and Stealing L1  Looking at
just a screenshot of how this game might work, we can see a flat
plane that represents the physical space of the game. Yet, we
have already conceptualized the