Thursday, June 7, 2012

Architecture in Video Gaming

I personally am a video game lover, and I am addicted to it. However, I find that there's a relationship between my major in Architecture and my love for video games.

As most of you know, the role of architects design buildings & spaces are to create shelter for people who dwell in it, give a function or activity to a building, to create a certain boundary between people of different buildings, and to create a point of interest towards the viewers. When it comes to video gaming, there is a certain limitations that is done when creating that (especially open spaces). Because that sometimes there isn't enough depth towards the space, buildings tend to not show all of its contents, and they produce the games costly.

(The following images are examples from the upcoming 3DS game, Kingdom Hearts 3D [Dream Drop Distance)

The primary function of architecture in video gaming is supporting the gameplay.
Architecture functions as somewhat like movie sets in the game, where it captures the essence of the story for some narrative purposes. There are four ways in which Architecture supports the gameplay:
1. Constraint: Architecture limits the boundaries of players characters' freedom within the space that they're in.
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This shows that the character is only restricted in moving forward left and right and cannot go backwards within the space.
2. Concealment: Architecture can hide objects and valuable items that players need to seek.
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Something about the treasure chest does seem to be full of curiosity...
3. Obstacles: Challenges require the abilities of the characters to overcome it.
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The character is reflecting the enemy's attacks
4. Exploration: Architecture is also about exploration, where the characters' can roam about within the game's world.
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This indicate that the characters can roam the area without being interrupted by enemies.

Despite its' limitations, there is also another function of architecture: to inform and entertain in its own right.
1. Familiarity: Familiar locations offer cues to a place's function and the events that are likely to take place there.
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This indicates the familiarity of Notre Dame in Paris as a game setting in the game.
2. Allusion: It can take reference from real-life buildings to indicate or to suggest ideas of the world.
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This building resembles to old French-style architecture within the 17th & 18th century.
3. New worlds need new architecture: To create an fiction world, create a space that wouldn't exist in the real world.
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This type of space or atmosphere might suits best as a kind of space in our dreams
4. Surrealism: It creates a sense of mystery or illusion to the space the character inhabit.
image 23
This space is surreal due to the characters position by the skyscraper, and the objects lying around the air.
5. Atmosphere: It suggests the kind of ambient found in the space.
image 20
This shows that the character is facing with a powerful enemy, therefore the atmosphere around the space is dark and evil.
6. Comedic effect: It only gives architectural jokes into the design of the space.
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The entrance to this circus has an unusual gate with a clown's head pierce its eyes left and right with its mouth talking. Giving it an impression that the place is a fun-filled, colorful environment.
7. Architectural cliches: Just like in movies, it gives players cliches and stereotypes to set the scene and get players expectations easily.

Architecture in video gaming is about the space in which the characters are playing their role, and it is where players can immerse themselves into the gaming environment. Therefore, it helps in creating a visual and virtual experience for players to enjoy.

Satria Rahmadi D.
1106024142

Reference:
Adams, Ernest. (2002) http://www.designersnotebook.com/Columns/047_The_Role_of_Architecture/body_047_the_role_of_architecture.html

Images Source (kh13.com):
- http://kh13.com/zenphoto/screenshots/e3-2012-2/03.jpg.php
- http://kh13.com/zenphoto/screenshots/game-watch/january-4-2012/9920.jpg.php
- http://kh13.com/zenphoto/screenshots/game-watch/january-4-2012/9936.jpg.php
- http://kh13.com/zenphoto/screenshots/game-watch/january-4-2012/9903.jpg.php
- http://kh13.com/zenphoto/screenshots/kingdom-hearts-3d-japanese-website/the-world-that-never-was/image+23.JPG.php
- http://kh13.com/zenphoto/screenshots/4gamer-net/dream-drop-distance/0005.jpg.php 
- http://kh13.com/zenphoto/albums/books/kingdom-hearts-3d-ultimania/kh3du05.png