How do spaces influence emotions even if they are only experienced on screen? How do I use familiar/archetypal elements to tell a story? Why is it not useful to create something completely new without adding the familiar?
That's a very interesting question! I can recommend the book "101 things I learned on architecture school" on that. Reading trough it, I found a lot of the takeaways apply to designing game spaces too. (e.g. we move trough negative spaces and dwell in positive spaces; how buildings shape space; how we arrive in a space affects our perception of it; etc.)