By Abdullah Ali
Assassin's Creed, Source |
This winter break, I
finally got a chance to catch up with 2 new sequels of some of my all-time favorite
games, after what felt like too long. I definitely used to be a hardcore video
gamer, but ever since I’ve been attending university, I just couldn’t seem to
fit videogames into my schedule. Eventually, I simply began to lose interest.
However, playing DmC:
Devil May Cry and Halo 4 this
holiday while being a 4th year architecture student opened my mind
to things I never previously thought about when playing games; architecture in
videogames. It is the true extent and capacity of our imaginative capabilities.
Let me just give you a quick run through of those 2 games.
DmC’s
visuals were absolutely mind-blowing. As you traverse each stage, the city
around you (dubbed Limbo City) begins to morph and shape-shift into spectacular
jaw dropping environments that change according to your character’s movements.
Buildings twist, crack, split and flip, and suddenly you find that the whole
ground below you is a building façade.
Devil May Cry, Source |
Halo
4
on the other hand, being a first person shooter, gives the player the
perspective from behind the soldier’s helmet. You experience stunning alien
worlds with some incredibly impressive architecture unlike anything out there.
You really have to grab the controller to understand what I mean.
Halo 4, Source |
It’s true that prolonged
video gaming is unhealthy and a ‘waste of time’; however, I just cannot imagine
anyone not appreciating the effort and imagination of the designers who gave
all they’ve got in terms of skill, creativity
and effort to create these interactive fantastical worlds and universes. You
begin to see what the human mind is capable of and how far our imagination can
take us. I do believe it measures the extent of our imagination.
There are so many examples out there of remarkable
virtual built environments where the player can fully interact with. Bioshock’s
underwater Utopian city called Rapture is a crazy example of utopian
architecture. Assassin’s Creed‘s spectacular recreation of historical
cities, where you can climb to the highest point of the Blue Mosque in Istanbul
and gaze at the whole city, is another. Call of Duty: Black Ops even
went through the effort of recreating China’s Kowloon walled city, a unique dense
urban environment that can now be experienced through a game. Super Mario
and Little Big Planet showcase flamboyant and colorful worlds that are visions
of a child’s ultimate dreamland. And of course, Sim City, the most
popular PC game of all-time, was partially inspired by Christopher Alexander’s book
‘A Pattern Language’. This just begins to show how videogames and architecture
work together.
Bioshock, Source |
Call of Duty: Black Ops, Source |
Little Big Planet, Source |
Sim City, Source |
It is true that movies or
comic books have the ability to do the same in terms of visuals. However, when
experiencing it as something interactive, it becomes completely different and a
unique experience. Simply grab a controller and dive in!
We could definitely learn a thing or two from the “virtual-scapes”
and environments created in videogames, especially us architecture students.
Imagination is our handiest and most important tool by far, which is clearly
expressed in videogames. With how fast technology is progressing (Xbox Kinect
and Playstation Move come to mind), I really wouldn’t be surprised if some of
these virtual experiences become so much more than a game on a screen.
The awesomeness thing of this article is the way of written it :). I liked the Dmc graphics. The excellence of writting it with this approach is how u integrate architecture with Videogames ,Cuz I tried to do it n Architectural critique course to envolve hitman absulution n it and the result was Acceptable to me.
ReplyDeleteGood job Abdullah :)