The development of game worlds are such an essential part of our experience in video games, yet the difficulties involved are much greater than most people would believe. A Geographer’s Guide to Building Game Worlds by Kate Edwards on GDC Vault gives a excellent insight into building game worlds, whether they are trying to create a real world scenario or emulate our world in a fictional setting.
Most people probably think that creating the world of a video game is easy, that you build the terrain and populated it with characters, buildings and items on the basis of a narrative that the game revolves around.
However, Kate Edwards talk presents a much more detailed and complex system. At its most basic level, is the world built upon the concept of a real world or a fictional world? Both have their own difficulties. In a real world context, the primary issues revolve around history, faith and culture.
Each change depending on what part of the world the game is developed or sold too, and something that might seem trivial in one region can be serious or offensive in another. In a fantasy world, believability and logical consistency are vital. Edwards uses the term Topology, basically the why and how things are related rather than the where, when and who. Without these connections, the world can look cobbled together and unrealistic which will be noticed by the observant community that is the gaming industry.
I never really read this much into the creation of game worlds, but it does prove fascinating that so much is necessary to create what many may consider the easiest part of game design. I always had my own interest in cartography within history as well as world design in gaming, seeing how it functions within the industry is valuable information to have for my future in game design.
http://www.gdcvault.com/play/1023762/A-Geographer-s-Guide-to