EGA (Mar 2021)
An unexpected perspective: from ancient Egypt to Adventure
Abstract
In 1979, Atari launched the videogame Adventure, considered a pioneer in RPGs (role-playing games). Atari thus launched its own system of representation that was named three-quarter perspective, and that would subsequently be used by all large videogame companies. Three-quarter perspective was, in reality, what was termed ‘Egyptian perspective’ 1 orHejduk perspective, which consists of placing plan and elevation in a single drawing and simultaneously. That event had a great impact on the representation of virtual space showing a particular conception of the world, demonstrating that the production of space in videogames has, since its inception, had an interdisciplinary link with the materialised space of architecture.
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