Table 5.1 The ratio of screen to compositional space at the different sub-levels of the
city.
City sub-level |
Ratio Screen: compositional space |
Above the city |
1:1 (full screen) |
At street level |
~L4 |
In a house - standing |
1:1 (full screen) |
In a house - kneeling |
1:3 (screen is 1/3 of compositional space) |
Moving from the city to a house produces a zooming in effect. The 1:1 ‘screen to
compositional space ratio’ when inside the house is a spatial sign of containment -
suggestive of safety. These levels correspond with the initial work of ‘decision’
making in Toontalk the decision ‘what can∕shall I do in this house’. As the user
kneels the space ‘opens up’ again.
Discussion
The multimodal resources of city level shape the concept of rule, the subjectivity of
the user, and impact on the potential for learning with Toontalk.
At the sub-level ‘above the city’, rules are presented as fixed at this level of the game
environment - the central elements of the city can not be altered. However like many
other video and computer games no explicit rules are presented to the user as they
enter it. There is no instruction manual, the user must metaphorically ‘get in the
helicopter’ and ‘fly’. The rules are realised through the action of the user. The rules,
what can and can not be done in Toontalk, are discovered by playing. The condition
and action of a rule are left implicit at this level. The subjectivity of the user is shaped
through the multimodal resources of Toontalk. The user is represented as being
powerful. Through the design of the resources of visual communication and
movement the user is represented within the Toontalk system - she or he controls the
movement of the helicopter: she or he is its pilot. The user is also represented as
having the potential to construct the city. The emphasis on action at this sub-level
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