Aspect the Ratio!

Hi, folks! Today I’d like to talk to a little-appreciated element of games known as the aspect ratio!

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What’s the aspect ratio, I magically hear some of you ask? Here’s what it isn’t; it’s not a gelatin food made of low-frequency electromagnetic waves. No, that would be radio aspic. Far too many designers have failed to make the proper distinction between the two, resulting in messy game experiences that are almost impossible to get out of the upholstery.

 

Simply put, the aspect ratio is the ratio between the aspects of the game. “But Bjorn,” the sharper readers cry, “that’s no definition, it’s simply a restatement of the term you’re attempting to define!” Good work, sharper readers. You’re very clever, calling me out on my sloppy definitions. Have a cupcake or something to celebrate.

 

The aspects of the game, in this context, are basically just the width and height of the game screen. The aspect ratio is the ratio between them. So if the width is greater than the height, then the screen is short and fat (some call this “landscape” format), and if the width is less than the height, then the screen is tall and thin (those same folks would call this “portrait” format). If the width and the height are the same, friends, then you are going to have to face the reality that your game screen is, in fact, square.

 

Different aspect ratios can have a subtle impact on the look and feel of a game. A wide, flat screen can give a great sense of open space to a game where you run along the ground, but would be pure poop for a game that involved a lot of climbing. A tall thin screen, meanwhile, doesn’t work for anything unless you’re developing games for the iPhone, and who would be crazy enough to do that?

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