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Busan Is Not a Stage

What becomes playable and what remains mere wallpaper when translating a real city into a game? We examined one game set in Busan through the lens of level design to distinguish the authentic from the fake in place-making.

1UP · June 6, 2026 · 4 min read

AI Summary

This article critiques how games represent Busan, arguing that iconic landmarks like Gwangandaegyo Bridge function as mere backdrops rather than playable spaces. True representation lies in translating the city's defining characteristics—its slopes, staircases, and sudden transitions from alleyways to ocean views—into gameplay mechanics and spatial rules. The author urges Busan's indie game developers to focus on embodying the city's physical sensations through level design rather than competing in photorealistic rendering of tourist landmarks.

Busan Is Not a Stage

Every time I launch a game claiming to be set in Busan, the same doubt arises: Is this Busan, or a photograph of Busan?

When Gwangandaegyo Bridge appears and the terraced color planes of Gamcheon Culture Village are laid out, people easily call it a "Busan game." I'm on the side that questions that label. A backdrop is not a place. A place only comes into being when players do something within it, hit obstacles, detour, and memorize routes. A photograph is something to be seen; a place is something to be traversed. Level design understands this difference.

Skylines Lie Well

The skyline is the first element to appear and the quickest to die in games that transplant Busan. Gwangandaegyo Bridge is a powerful silhouette. Show it once from a distance and the player's brain stamps "Ah, this is Busan." The problem comes next. A bridge is a bridge only if you cross it. A bridge that's merely visible has the same function as a poster on a wall. In reality, many city-based games stick landmarks in the skybox and call it done. There's no collision detection, no pathways, no obstruction. Players never get lost on that bridge, so they don't remember it.

What becomes real are actually the nameless things. Busan's true texture is its slopes. The stairs of mountainside roads, the angles where Gamcheon alleyways bend, the sensation of up and down mixing into every movement because there's almost no flat ground. If a game flattened Busan and just erected a picture of Gwangandaegyo Bridge on top, that's photographing Busan, not creating it. Conversely, if slopes were translated into movement cost, stairs into friction, and alley sightline obstructions into tension, then even without a single landmark appearance, that's Busan.

One indie walking-sim build I personally played succeeded only halfway on this point. It faithfully transferred Gamcheon's color planes as art, but the ground was just a slippery flat surface. My eyes saw Busan, but my legs went nowhere. The colors were real; the terrain was fake.

How Nintendo Handles Kyoto

Let's establish one point of comparison. Nintendo, which created The Legend of Zelda series, is a Kyoto company. The open-world mountains they create aren't specific Kyoto mountains. Yet the sensation of climbing those mountains, the design where the next objective becomes visible from the summit and sight lines pull the movement path forward, comes from the bodily memory of actual mountain climbing. They didn't copy places; they transferred the rules the body learned from places. Marvel's Spider-Man's Manhattan is the same. That game was praised not because the buildings resembled reality, but because the rhythm of swinging between buildings translated the city's density and verticality into play. Street names are merely incidental.

This is the distinction Busan games need to learn. What should be transferred isn't the appearance but the rules that only work in that city. For Busan, those rules are clear. Mountains drop straight into the sea. So sight lines frequently open and frequently close. That transition when the ocean suddenly appears at the end of an alley—that's Busan's level grammar. Transfer this into camera work and pathfinding design, and Busan stands even without Gwangandaegyo Bridge. Fail to transfer it, and even a hundred bridges just make it a bridge exhibition.

Why Stage Props Remain Stage Props

Here comes a common counterargument: "Still, you need tourist landmarks so people recognize it as Busan, and isn't that the promotional value of regional games?" This is generally the logic of Busan City or regional development projects. There's merit to it. Recognition is an asset. However, recognition and playability are different layers. Use landmarks as entry points for recognition, but those entry points shouldn't become the game's substance. A game that stops at the entrance becomes a tourist brochure with a joystick attached. The first 10 seconds hook players, but there's no next 10 minutes.

The reason stage props die as stage props is simple: players don't interact with them to fail or make choices. Fun doesn't come from production volume. Rendering Busan's scenery more abundantly or splendidly doesn't deepen place. Depth comes from friction. Should I climb these stairs or go around? Is this alley blocked or open? I can see that hilltop, but how do I get there? Intentional resistance and constraints make players memorize that space. Only memorized space becomes place.

I want to leave these words for Busan's indie scene: Our weapon isn't a Gwangandaegyo Bridge rendering competition. There's no winning path in chasing major studios' photorealism. The slopes we climb up and down every day, that moment of turning from alleyways to ocean, translating those bodily sensations into rules—that's work only we can do. Don't photograph Busan; make people traverse Busan. Pull place down from the backdrop and lay it under players' feet. Only then does this city stop being a stage prop.

This article was automatically translated from the Korean original by AI. For the authoritative version, read it in Korean.

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