August 2010
21 posts
1 tag
“Buildings in games are not analogous to buildings in the real world because,...”
– Ernest Adams, Gamasutra: The Role of Architecture in Video Games.
Aug 30th
1 note
2 tags
Aug 22nd
2 tags
Aug 21st
1 note
1 tag
Aug 21st
5 notes
2 tags
Aug 20th
1 note
1 tag
Creating worlds
Don’t miss the latest episode of Sessler’s Soapbox: The World Makes the Game. Adam emphasizes how game developers are becoming creators of worlds. He states that fictional environments, these imaginary universes charged with intricate details, have a lot to do with how pleased we are with the overall experience of gaming. Bioshock is a perfect example. More than the action or even the...
Aug 19th
3 tags
Aug 19th
2 tags
Get real: the History behind Assassin’s Creed II
Assassin’s Creed II was definitely one of my favorite games from 2009. It’s an architectural feast in its own right, presenting faithful reproductions of iconic Italian cities such as Venice and Florence as they were in the late 15th century. Besides offering open world gameplay in such remarkable historical locations, not forgetting a journey into the walled city of Forli and a visit to the...
Aug 19th
1 note
1 tag
Video games as an artform
Roger Ebert, one of America’s most esteemed film critics, triggered a monumental discussion inside the gaming community with his journal entry: Video games can never be art. No matter how you look at it, as Adam Sessler said, video games present a very interesting problem to the question of what makes an object of art. Games, unlike cinema, are open experiences, allowing the player to become...
Aug 14th
1 tag
“What if we could choose whether or not Mills [Se7en] should pull the trigger?...”
– Destructoid: Why Heavy Rain proves Ebert Right
Aug 13th
1 note
2 tags
Aug 13th
3 notes
2 tags
Aug 12th
1 tag
“One common complaint about the game [GTA San Andreas] is the small and...”
– City of Sound: Grand Theft Reality
Aug 11th
1 tag
Aug 11th
1 tag
Aug 11th
1 note
2 tags
Aug 11th
1 tag
Liquid architecture
The reproduction of complex architectural physical realities has been made possible through the technological evolution of video games. The journey into fictional landscapes – buildings, cities, planets – has often become a central element of its conceptual design, the very fabric of both gameplay and narrative experience. It’s a new media that is broadening the realm of architecture. ...
Aug 11th
1 note
3 tags
Aug 11th
1 tag
“If architecture is an extension of our bodies, shelter and actor for the fragile...”
– Marcos Novak
Aug 11th
1 tag
Nowherescape
Architecture is conventionally defined within our physical reality. Real space, however, is not neutral. It establishes a relationship between the external world and its natural laws. Therefore, the territory of architecture defines its own set of rules that determine a sense of reality, materiality, time and space. If our planet had the gravity of the Moon, the lightness of the materials would...
Aug 11th
1 note