How A Four-Dimensional Game Gets Made

How A Four-Dimensional Game Gets Made

Video: Move over, video games with the same ol’ boring three spatial dimensions. Four dimensions are the new hotness that will blow your mind. Here’s how one game is adding a whole other plane of reality to the video game landscape.

Miegakure has been in the works for a while but that’s understandable because, as the video above shows, it’s tricky making a game that re-writes the rules of time and space. In the clip, designer Marc Ten Bosch talks about the brain-warping theory behind his reality-shifting puzzle game. He says that while human minds have problems conceptualising what an added dimension would be like in real life, computers don’t have this problem. Good thing for that. An older video illustrates the game’s concepts from a different perspective.

Miegakure will be hitting PS4 and PC some time in the future.


  • Been waiting for this game for ages. Something about it just sparks an intense interest in me. Seems a bit like Braid.

      • yeah im sitting here going, ” are we as 3 dimensional beings incapable of percieving a 4th dimension?” and im pretty sure we cant

      • Common misconception. Imagine a object of 1 dimension as a line with no width. One of 2 dimensions is a line extended along one other direction, like an infinitely thin piece of paper. 3 dimensions is then extending the paper along its 3rd axis, e.g. a cube. 4 dimensions is then extending along the 4th axis, which then becomes pretty much impossible to describe using 3 dimensional objects and thinking. You can explain it with complex mathematics but there is literally no way for someone to show you a 4th dimensional object, only interpretations of what it could look like from our perspective.

  • Hmm, while it sounds complex with all the talk of fourth dimensions, it doesn’t seem to really matter whether you call it a 4th dimension, the Dark World or time travel, you’re still just traversing the original map via a different looking map. Which is kind of disappointing because the idea of a 4D world is fascinating but in the end the 3D visualisation limitation means it’s just about knowing where the two maps link up. Still, I’m really looking forward to this game, Time Fcuk was really great and this looks like the next step along that puzzle axis.

  • I think I would call this overlapping 3d instead, with a couple of well placed transitions…

    • Like how you’d call Fez “overlapping 2D with a couple of well placed transitions”? It’s basically the same concept.

      Actually you probably could call 3D “overlapping 2D” anyway, just look at how Prof. Frink explained the third dimension in that Treehouse of Horror ep. Literally with overlapping squares 😛

  • I love this shit. Still can’t properly wrap my head around it, but I love it anyway 😛

  • In a normal 3D game, the camera can be described by 6 coordinates: 3 of those coordinates identify where the camera is, and the other three define where it is pointing.

    From the description in this article, it sounds like it’s now 7 coordinates, since there is another spatial dimension. It sounds like the direction the camera points is still constrained to three dimensions though. I wonder if they have any intention of adding the extra degree of freedom to let you “turn” in this fourth dimension though? What would the 3D slice of the world look like if you rotated 90° in this higher dimension?

  • For those who enjoy this sort of stuff read Terry Pratchetts new series “The Long Earth”

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