2

Screw the Grue: Mediality, Metalepsis, Recapture

Terry Harpold (Game Studies 7.1) uses Zork as one example in this article. Common threshold structures of the world – closed doors or windows, elevators, magical portals – often fulfil this dual function. Segmenting spaces of the world in a way that is easily accepted by the player, they may also mask computational latencies (the rendering engine must be given time to catch up, a new portion of code must…