"most virtual environments still rely on the cinematic idea that the virtual space extends off-screen even though it can neither be seen or accessed. Hence the popularity of games settings such as labyrinths, prisons, caves and interior chambers of pyramids and the like. The spatial frameworks efficiently spatialize a virtual environment, endowing it with the implicit sense of being an extensive environment"
Read this morning in "The Virtual (Key Ideas)" (Rob Shields)
Why do I blog this? Although the situation has changed a lot since the 80-90s, I find this point intriguing in terms of interaction/game design history.