I don't think that logic works, because if we apply back onto Die Hard, we get a bizarre conclusion: The movie's Nakatomi Plaza lacks any of the eponymous Nakatomi Places it supposedly showcases. (Because that protagonist, too, is traveling intended routes that were planned and put there by screenwriters.)
When it comes to works of fiction, what we need to be looking at are the intents and assumptions of the in-universe fictional architects and/or typical users of the space.
I agree in the context of films, but this ignores the relationship between creator and player/user in interactive fiction like games.
If anything, you've got it backwards: The fact that each individual player must notice and choose to exploit alternate paths makes them more authentically unusual and innovative than in movies, rather than less.
I meant the opposite - games have an additional layer in which "Nakatomi space" can exist. The misunderstanding seems to be my fault (oops)
> When it comes to works of fiction, what we need to be looking at are the intents and assumptions of the in-universe fictional architects and/or typical users of the space.
I failed to grasp this initially; I agree with you here - but only for films and novels where the reader/viewer/audience lacks agency. This is what OP (jl6) seemed to be driving at:
> in gaming we must look to the world of speedrunning. This is where players move through the game’s spaces in ways almost certainly not intended by the architects
Games contain not just a relationship between fictional architects and fictional entities (with fictional agency), but additionally a relationship between real developers and real players (with real, albeit constrained and often imagined, agency).
> each individual player must notice and choose to exploit alternate paths
If these paths were planned by the developers, they are akin to hallways and stairwells in a skyscraper. In the creator-player context their traversal is within the norm, excluding them from being "Nakatomi space". I agree with OP that glitches/exploits better embody this concept:
> A gamer wishing to emulate John McClane wouldn’t demolish a wall using the rocket launcher that the level designer put in a crate: they would exploit a clipping bug to glitch right through it.
A human deciding to pile crates and sneak in through a ceiling window--even in a game--is a more authentic subversion of plans than reading a a tale where the author dictates the fixed story.
Beyond that, the freedom to glitch/hack/mod the game merely raises the ceiling, it does not lower the floor.
I'll share an anecdote about one of my favorites. So the objective in my puzzle is to collect all the gold orbs spread around the space. Once I saw a player get a gold orb in a way that was suicidal. Under any other circumstances they would have died immediately afterwards and revert to the last check point. But because they saved it for last, they beat the level in mid air just after touching the orb but before touching the lava.
I believe to find a true Nakatomi Space in gaming we must look to the world of speedrunning. This is where players move through the game’s spaces in ways almost certainly not intended by the architects - including exploiting every possible trick to accomplish impossible moves. A gamer wishing to emulate John McClane wouldn’t demolish a wall using the rocket launcher that the level designer put in a crate: they would exploit a clipping bug to glitch right through it.
I highly recommend the “Quake Speedruns Explained” channel on YouTube.