Abstract
This study examines how the ludoforming strategies of Ryu Ga Gotoku Studio (RGG Studio) serve not only as methods for translating real urban spaces into virtual environments but also as core principles within the studio's overarching game design philosophy. By focusing on a small-scale open-world such as Kamurocho—RGG's fictionalized rendition of Kabukicho—, this work develops architectural ethnography, model extraction, and transgressive reading into a three modality analysis framework that encompasses urban translation, street-level transformation, and narrative–interaction coupling.
The research identifies two main design strategies that RGG Studio consistently employs: the cyclical reuse and recombination of urban assets to generate diverse experiential rhythms, and the integration of developers’ lived urban experiences into spatial and narrative design to create non-real realism in (virtual) urban experiences. These strategies position Kamurocho as a hybrid “environmental unit” and “narrative garden,” where virtual urban environment, NPC behavior, and scripted gameplay combine to form a coherent urban ecology. This research contributes to game studies by introducing an architectural framework that reconstructs and reconceives virtual cities as spatial–narrative ecologies, clarifying how architectural logics can systematically illuminate the interplay of space, narrative, and interaction in game design.
© 2026 Copyright held by the owner/author(s).
The research identifies two main design strategies that RGG Studio consistently employs: the cyclical reuse and recombination of urban assets to generate diverse experiential rhythms, and the integration of developers’ lived urban experiences into spatial and narrative design to create non-real realism in (virtual) urban experiences. These strategies position Kamurocho as a hybrid “environmental unit” and “narrative garden,” where virtual urban environment, NPC behavior, and scripted gameplay combine to form a coherent urban ecology. This research contributes to game studies by introducing an architectural framework that reconstructs and reconceives virtual cities as spatial–narrative ecologies, clarifying how architectural logics can systematically illuminate the interplay of space, narrative, and interaction in game design.
© 2026 Copyright held by the owner/author(s).
| Original language | English |
|---|---|
| Title of host publication | Proceedings of the 21st International Conference on the Foundations of Digital Games |
| Publisher | Association for Computing Machinery |
| Number of pages | 14 |
| ISBN (Electronic) | 979-8-4007-2495-4 |
| Publication status | Accepted/In press/Filed - 11 May 2026 |
| Event | Foundations of Digital Games 2026 (FDG 2026): Research through Games; Research for Games - the Royal Danish Academy in Copenhagen, the Royal Danish Academy in Copenhagen, Denmark Duration: 10 Aug 2026 → 13 Aug 2026 https://fdg2026.org/ |
Conference
| Conference | Foundations of Digital Games 2026 (FDG 2026) |
|---|---|
| Abbreviated title | FDG 2026 |
| Place | Denmark |
| City | the Royal Danish Academy in Copenhagen |
| Period | 10/08/26 → 13/08/26 |
| Internet address |
Bibliographical note
Since this conference is yet to commence, the information for this record is subject to revision.Research Keywords
- Ludoforming
- RGG studio
- architectural ethnography
- game space design
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