The Legend of Zelda: Ocarina of Time 3D (Nintendo, 2011)
The image is an example of a representational space. The boy, Link is in spatial relationship with his horse, Epona and the girl, Marin. Link is able to interact with these characters but can also explore the space and talk to the horse in the distance.
New Super Mario Bros. (Nintendo, 2006)
The classic scrolling platform game is an example of represented space. The background can not be interacted with, but is a visual aesthetic that is characteristic of the Mario Bros. series.
Left 4 Dead (Valve Corporation, 2008)
The eerie scene of an abandoned police car, silence, darkness and lights spinning draw the player to instantly formulate a narrative as to what has happened.
Sonic Colours (Sega, 2010)
Visually aesthetic images with vibrant colours are emotionally uplifting and contain an element of "eye candy".
Street Fighter II (Capcom, 1991)
An arena level set in Las Vegas. Visual excess is employed in the game to generate a sense of emotion rather than simply setting the stage in a boxing tournament ring.
Moving through intermediate spaces such as the rooms in the "Hanged Man" is a more life-like depiction of real movement through unmediated spaces.
Dragon Age II (Bioware, 2011)
The teleporation or warp zone. The player moves to the "leave area" point then is able to select from a world map where they would like to go. The addition of a loading screen enforces the idea of instantous relocation.
Portal (Valve Corporation, 2007)
As the first frame shows, the player has the portal gun. There is the machine that shoots energy balls, their is an round circle that is open and a platform at the opposite end. Using the skills and knowledge learned from the previous levels, the player instinctively knows that the platform on the other side needs to be lowered in order for them to progress to the elevator. Using their portal gun they can shoot an energy ball through a portal and on the open circle that lowers the platform.
Portal (Valve Corporation, 2007)
As the first frame shows, the player has the portal gun. There is the machine that shoots energy balls, their is an round circle that is open and a platform at the opposite end. Using the skills and knowledge learned from the previous levels, the player instinctively knows that the platform on the other side needs to be lowered in order for them to progress to the elevator. Using their portal gun they can shoot an energy ball through a portal and on the open circle that lowers the platform.