Ian here—
Welcome to the second of a series of posts I’ll be doing on hodological space in games. “Hodological space” refers to the space that humans inhabit: not a space made up of strict coordinates, but a thicket of preferred paths, affected by factors such as interest, distraction, fatigue, and urgency. It’s a term that originated in the writings of psychologist Kurt Lewin, and which traveled by way of Sartre into the realm of phenomenology.
Up today: the survival simulation game Misasmata (IonFX, 2012). Accepted onto the Steam storefront in October 2012 as part of Valve’s second batch of games approved through the now-defunct Greenlight submission process, one of Miasmata‘s most notable traits was being on the leading edge of the “goodness, there are too many indie games than one could ever keep up with” moment we are currently in. Miasmata, though, is worth remembering for more than that. It also possesses a genuinely innovative movement system, one that, in its own weird way, serves as a nice counterpoint to the subject of my previous entry in this series, The Legend of Zelda: Breath of the Wild (Nintendo EDP, 2017).