
Mirror’s Edge and the politics of parkour
As world design in games nowadays trends towards visions of vast, sprawling overworlds, intricately layered and impeccably nuanced, questions of mobility have risen to the forefront: how does the player get from point A to point B in the most efficient way possible? Questions of speed are of paramount concern, of course; no one likes to be held up unnecessarily in pursuit of some arbitrary objective. But, as in any art, games too must also be concerned with not just raw efficiency, but beauty as well: it’s not enough to just get there, but to get there in style, preferably…