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The Space in “My Name is Alice?” is organized as an open outdoor forest area as the main space, with different doors to enter within that space. The scenes are organized so that it feels like entering a building takes the player inside that building. The designer even made clever ways to prevent players from walking into entrances that don’t lead to new scenes, like one avatar telling you not to go up the stairs because it leads to his bedroom. There aren’t really wide and narrow parts, just the insides of buildings being smaller scenes because it makes sense for the space inside a small building to be limited. The space seems very continuous. Each scene change takes the player right to where they would logically go from where they exit, like a trigger at a front door takes you inside. There are no large jumps in space that make the map feel discrete. The player can collide with the trees and such in the forest area, and there are cliffs on the bottom and top of the map to prevent movement past them. You are able to move through small rocks and some avatars, but collide with large trees and the lake. Inside the buildings, you collide with any walls as well as any furniture in the room. The triggers are on the doors of the buildings and in a cutout of the cliff at the back. Within these spaces, a mat on the ground where you enter marks the exit, where you can go back to the forest area.