Showing posts with label architecture. Show all posts
Showing posts with label architecture. Show all posts
Wednesday, April 30, 2014
Blips: Defining Doorways
Source: Threshold
Author: Claire Hosking
Site: Claire Hosking
Some really interesting thoughts on how we define "games" from Claire Hosking this week. In a post on her Tumblr page titled "Threshold," she begins by comparing games formalism to art formalism, positing that instead of taking art's approach, that "art" is to a certain degree undefinable, in games, everyone has their own definition of what a game is. While this leads to a nonetheless fractured definition, at the very least it avoids art's elitist mindset of needing to be granted membership into a secret club before being allowed to "get" what art is. Though gaming's gatekeepers could end up similarly halting progress depending on how the lines end up being drawn.
Hosking goes on to then compare this existential debate in games to evolutions in architecture, which in many cases have blurred the lines between "inside" and "outside." In fact, these middleground spaces in architecture are evocative of a similar situation with games where perhaps a game isn't simply inside or outside of an exclusionary criteria, but something that contains various percentages of game-like structures among elements from film, drawing, or any other media. Some would even say this is inherent to games as hybrid structures or logic and expression.
There are many more fascinating ideas in Hosking's full piece, including the consideration that maybe some of the fringe software that gets lumped into the ever-expanding definition of games should actually be thought of as some new category instead. As you might imagine, it's not a simple yes/no answer. My only criticism of Hosking's piece is that when she debunks games as a medium (a really interesting consideration) she's only speaking of video games, referencing the medium of code, instead of considering video games and physical games together. Perhaps physical games can be seen as programs too, just ones with different methods of enforcing rulesets. After reading Hosking's post, I'm extra eager to hear Charles Pratt's formalist defense Thursday at NYU Game Center.
Wednesday, September 11, 2013
Blips: Games as Spaces
Source: Inflatable Maze-Like Sculpture Bathes People In Colored Light
Author: Sarah Brin
Site: The Creators Project
Level designers are the architects of video games. They create spaces for characters and mechanics to flourish and reflect back on those elements. Levels can evoke the personality of a setting and also educate the player on how to play the game. Level designers must consider how the spaces they create will guide players to move through the game and set expectations for what's possible. In a basic scenario, a character may have the ability to climb, but only on surfaces with dense woven textures like vines or netting. Once the player recognizes these as climbable surfaces, they'll seek out similar textures in other environments, expecting to be able to climb. Some games take a less prescriptive approach and are more sandbox-like in nature. Though they may also designate climbable surfaces in the same way, the spaces as a whole may not exclusively direct players toward climbing.
I found myself considering these open-purpose spaces after viewing pictures of Exxopolis, an inflatable luminarium most recently installed in a park in Los Angeles. Check the link above to Sarah Brin's article on the piece with accompanying pictures to get an idea of the sort of otherworldly space that exists inside Exxopolis. At what point is architecture level design, and at what point is architecture interactive art? The lines are blurred by projects like Exxopolis, which inspires exploration, meditation, and awe. Being an inflatable structure, visitors must remove their shoes, which has the added effect of evoking preparation for play, the same way children take off their shoes before entering a bouncy castle or a ball pit. The vibrant, tubular nature of the corridors is also reminiscent of tube mazes and the colored lighting effects of video games that were all the rage when that technology was new and in vogue. Small musical troupes also parade through Exxopolis at scheduled intervals, helping the environment to feel alive, and also providing a sort of soundtrack.
I can't speak from personal experience, since I've never visited Exxopolis, but it does remind me to some degree of the work of Ernesto Neto, whose cushy fabric caverns invite a similar degree of play. Likewise, I particularly enjoy level design in games that doesn't tell me what to do, but opens me up to play around and see what's possible.
:photo credit Simon Wiscombe:
Subscribe to:
Posts (Atom)