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Some Disclaimers I am a designer of commercial computer games
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tarix | 17.09.2018 | ölçüsü | 445 b. | | #82541 |
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Some Disclaimers I am a designer of commercial computer games. I am not an architect. - Most game artists have no architectural training.
I know little about formal architectural theory. I will probably use some terminology wrongly. I know how game designers design buildings, and why. This will be an extremely pragmatic lecture!
Human Perception of Architecture Visual Perception Sound Touch Smell Other senses Taste will be ignored!
Visual Perception Viewing a building: - 120-140º visual angle
- Fully stereoscopic
- Huge light intensity range (1016!).
- Total darkness possible.
- Steady image
- 250 million receptor cells in both eyes
- Automatically-changing focus
Sound Listening to a space: - Fully 3D
- Viewer-created sounds (footsteps, etc.) audible
- Infinite mixing of ambient sound
- Echoes created by space & materials
- Person can speak or sing at will
- Normally no soundtrack
Touch Feeling a building: - Texture of materials
- Hardness of flooring
- Ambient air temperature
- Reflected heat
- Air currents
- Humidity
Smell Smelling a space: - Construction materials
- Decorative plants
- Relation to function
- Toilets, laboratories, kitchens, machinery.
Other Senses in Games No feeling of gravity pressing feet to floor (And no feeling of zero-G in space, either!) Movement and climbing are not tiring. We can create some claustrophobia, but… … no agoraphobia We can create worlds with bizarre physics, demonstrated visually.
The Costs of Architecture In buildings: - Design costs
- Land costs
- Infrastructure materials
- Decorative materials
- Construction labor
The Costs in Games In 3D games the primary cost is detail - 3D spaces are constructed from polygons
- There is a limited number of polygons available
- 3D buildings in games tend to look rather sparse
- Curves are expensive, straight lines are cheap
In 2D games the primary cost is variety - More architecture requires more artist time
- More images require more disk space
A Sparse Hotel Lobby
A Cheap Boulder
A Cheap Boulder
The Rules are Different in Games - Normal engineering considerations do not apply
- Normal habitability considerations do not apply
- Toilets, fire safety, fresh air, temperature control
- Scale is irrelevant - a thing is as big as we say it is.
- We can put a palace in a matchbox.
- We can build spaces that are physically impossible.
- Infinitely-long staircases, Escher rooms.
The Functions of Real Buildings - To protect people/goods/animals from the weather
- To organize human activity efficiently
- Factories, theaters, offices, sports arenas
- To conceal and protect goods/animals from theft
- Warehouses, barns, shops, storage facilities
- To offer personal privacy
- Toilets and private houses
- To protect people from other people
- Fortifications, military installations, prisons
- To impress, commemorate or simply decorate
- Civic monuments and religious buildings
Real-World Functions in Games? - Weather is irrelevant; normally it is only cosmetic
- Organizing human activity is useful in multi-player games. Buildings not necessary, but a metaphor.
- Theft may or may not be possible; if possible, buildings offer a convenient metaphor for protection
- Privacy is normally irrelevant
- Military protection is a very common game function
- Impressiveness and decoration are also common
- Buildings in games mimic the real world when necessary. There are no buildings in chess.
Outdoor Spaces are Problematic - It is hard to make sweeping vistas or panoramas, because of screen resolution and size limitations.
- Players can often move fast, so it is difficult to create meaningfully large spaces.
- Natural objects (trees, etc.) require far more detail than man-made objects. Games avoid them, which makes many games feel sterile.
- Aerial perspectives reduce the impressiveness of any structure or space.
- The Great Pyramid isn’t a big deal from 5000 feet up.
The Primary Function of Ludic Space The primary function of a ludic space is to support the gameplay. - Ludic space is NOT analogous to real buildings and spaces, but to movie sets.
- The function of a movie set is:
- a) To create context by mimicking the real world
- b) More importantly, to support the narrative
- Movie sets often diverge from the real world for narrative purposes.
- They can make NY seem cleaner, or dirtier, than it really is.
So What Is Gameplay? Sid Meier defined gameplay as “A series of interesting choices.” The rules define the gameplay, specifically: - The challenges the player(s) must face before they can achieve victory PLUS
- The actions they are allowed to make in order to overcome those challenges.
Types of Challenges - 1 Physical challenges - Speed and reaction time (twitch games)
- Accuracy and precision (steering and shooting)
- Timing
- Learning special moves (fighting games)
Races - achieving something first Puzzles - Should be based on a hidden principle
- Trial-and-error solution is a sign of bad design
Types of Challenges - 2 Exploration Challenges - Locked doors and traps
- Mazes and illogical spaces
- Teleporters
Conflict - Strategy, tactics, and logistics (logistics rarely seen)
- Survival & reduction of enemy forces
- Defending vulnerable items or units
- Stealth
Types of Challenges - 3 Economic Challenges - Accumulating wealth or points
- Achieving balance or stability in a system
- Caring for living things within a system
Conceptual Challenges - Understanding something new
- Deduction, observation, interpretation
- Detective games offer conceptual challenges
How Space Creates Challenges Constraint - Limits the movement of the player’s avatar
- Limits the influence of weapons
Concealment - Hides players from one another
Obstacles or Tests of Skill - Players must pass around obstacles, avoid traps
Exploration - Players must learn the shape of the space.
Designing a Ventilation Shaft
This is Architectural Idiocy! This building consists of an equipment room and a ventilation shaft. The remainder is undefined. It does not exist in the game. The fans apparently blow OUT, not in (if they are not on when you jump, you plummet). The shutters are electrified. (Why?!) Two fans may be needed to move the air, but why two sets of shutters?
… but Sensible Game Design. Constraint - The player starts on the roof and the only way in is through the ventilation shaft.
Obstacles and Tests of Skill - Must land on the ledge and avoid fan blades and electrified shutters.
Exploration - The player does not know what lies below the bottom of the shaft until he gets there.
Another Example
A Combat Space
Analysis of Sniping Areas
Guard Positions
Secondary Function of Ludic Space The secondary function of ludic space is to inform and entertain in its own right. - Familiar locations offer cues to a space’s function and likely events there.
- Allusions and homages carry symbolic meaning.
- New worlds require new architectures.
- Surrealism warns the player not to rely on logic.
- Atmosphere carries an emotional message.
- Comedic effects offer pure amusement value.
- Clichés set a scene rapidly.
Familiarity
Allusion
Allusion
New Architectures for New Worlds
Surrealism
Atmosphere
Comedic Effect
Architectural Clichés
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