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Table of contents 6 Table of contents: Essays, Statements, Interviews 8 Table of contents: Game Reviews 9 Table of contents: Project Descriptions 10 Introduction Friedrich von Borries, Steffen P. Walz, Matthias Böttger Level 1 14 THE ARCHITECTURE OF COMPUTER AND VIDEO GAMES A SHORT SPACE-TIME HISTORY OF INTERACTIVE ENTERTAINMENT Level 2 138 MAKE BELIEVE URBANISM THE LUDIC CONSTRUCTION OF THE DIGITAL METROPOLIS Level 3 216 UBIQUITOUS GAMES ENCHANTING PLACES, BUILDINGS, CITIES AND LANDSCAPES Level 4 320 SERIOUS FUN UTILIZING GAME ELEMENTS FOR ARCHITECTURAL DESIGN AND URBAN PLANNING Level 5 410 FAITES VOS JEUX GAMES BETWEEN UTOPIA AND DYSTOPIA 488 Author biographies 495 Image copyrights 5 Table of contents Level 1 16 26 44 56 61 74 88 100 110 118 132 134 Level 2 146 158 164 174 182 186 200 206 214 Essays, Statements, Interviews PLACES TO PLAY What Game Settings Can Tell Us about Games Andreas Lange A SHORT HISTORY OF DIGITAL GAMESPACE Dariusz Jacob Boron ALLEGORIES OF SPACE The Question of Spatiality in Computer Games Espen Aarseth NARRATIVE SPACES Henry Jenkins GAME PHYSICS The Look & Feel Challenges of Spectacular Worlds Ronald Vuillemin LABYRINTH AND MAZE Video Game Navigation Challenges Clara Fernández-Vara STEERING THROUGH THE MICROWORLD A Short History and Terminology of Video Game Controllers Winnie Forster VARIATION OVER TIME The Transformation of Space in Single-screen Action Games Jesper Juul LISTEN TO THE BULK OF THE ICEBERG On the Impact of Sound in Digital Games Axel Stockburger WALLHACKS AND AIMBOTS How Cheating Changes the Perception of Gamespace Julian Kücklich FORM FOLLOWS FUN Working as a Space Gameplay Architect Olivier Azémar LOAD AND SUPPORT Architectural Realism in Video Games Ulrich Götz USE YOUR ILLUSION Immersion in Parallel Worlds Florian Schmidt MAKING PLACES Richard A. Bartle ACTIVITY FLOW ARCHITECTURE Environment Design in Active Worlds and EverQuest Mikael Jakobsson WHAT IS A SYNTHETIC WORLD? Edward Castronova, James J. Cummings, Will Emigh, Michael Fatten, Nathan Mishler, Travis Ross, Will Ryan COMPETING IN METAGAME GAMESPACE eSports as the First Professionalized Computer Metagames Michael Wagner PLAYING WITH FRIENDS AND FAMILIES Current Scene of Reality-based Games in Beijing Zhao Chen Ding NARRATIVE ENVIRONMENTS From Disneyland to World of Warcraft Celia Pearce PLAYING WITH URBAN LIFE How SimCity Influences Planning Culture Daniel G. Lobo NEW PUBLIC SPHERE The Return of the Salon and the End of Mass Media Peter Ludlow 6 Level 3 218 230 233 238 248 251 266 276 290 304 312 Level 4 328 332 335 340 351 352 354 358 372 376 380 384 NEW BABYLON RELOADED Learning from the Ludic City Lukas Feireiss PLAY AS CREATIVE MISUSE Barcode Battler and the Charm of the Real Claus Pias UBIQUITOUS GAMING A Vision for the Future of Enchanted Spaces Jane McGonigal CREATING ALTERNATE REALITIES A Quick Primer Christy Dena PERVASIVE GAMES Bridging the Gaps between the Virtual and the Physical Steve Benford, Carsten Magerkurth, Peter Ljungstrand THE POETICS OF AUGMENTED SPACE The Art of Our Time Lev Manovich URBAN ROLE-PLAY The Next Generation of Role-Playing in Urban Space Markus Montola CHANGING URBAN PERSPECTIVES Illuminating Cracks and Drawing Illusionary Lines Staffan Björk PERVASIVE GAMESPACES Gameplay Out in the Open Bo Kampmann Walther PERSUASION AND GAMESPACE Ian Bogost LIFE IS NOT COMPLETELY A GAME Urban Space and Virtual Environments Howard Rheingold PLAY STATIONS Neil Leach TACTICS FOR A PLAYFUL CITY Iain Borden WHY GAMES FOR ARCHITECTURE? Ludger Hovestadt GAME OF LIFE On Architecture, Complexity and the Concept of Nature as a Game Georg Vrachliotis DESIGN PATTERNS ARE DEAD Long Live Design Patterns Jussi Holopainen, Staffan Björk THE UNINHIBITED FREEDOM OF PLAYFULNESS Marc Maurer, Nicole Maurer VIVA PIÑATA Architecture of the Everyday Tor Lindstrand 798 MUTIPLAYER DESIGN GAME A New Tool for Parametric Design Kas Oosterhuis, Tomasz Jaskiewicz RULE-BASED URBAN PLANNING The Wijnhaven Project, KCAP (Rotterdam) Kees Christiaanse TIT FOR TAT AND URBAN RULES Alexander Lehnerer LIGHTLY AUGMENTING REALITY Learning through Authentic Augmented Reality Games Eric Klopfer SCENARIO GAMES Vital Techniques for Interactive City Planning Raoul Bunschoten SPACE TIME PLAY Table of contents 398 401 404 407 Level 5 416 420 425 430 438 441 444 450 452 456 462 466 480 484 Essays, Statements, Interviews THE NEW MENTAL LANDSCAPE Why Games are Important for Architecture Antonino Saggio “CAN I TELEPORT AROUND?” Jesse Schell TOWARDS A GAME THEORY OF ARCHITECTURE Bart Lootsma ACTION IN THE HANDS OF THE USER William J. Mitchell WAR/GAMES AFTER 9/11 James Der Derian WAR PLAY Practicing Urban Annihilation Stephen Graham ENDER’S GAME Towards a Synthetic View of the World James H. Korris FORBIDDEN GAMES Eyal Danon, Galit Eilat OUTDOOR AUGMENTED REALITY Technology and the Military Wayne Piekarski, Bruce H. Thomas AFTER NET ART, WE MAKE MONEY Artists and Locative Media Marc Tuters “EASTERN EUROPE, 2008” Maps and Geopolitics in Video Games Stephan Günzel THE GAME OF INTERACTION Gerhard M. Buurman ATOPIA (ON VICE CITY) McKenzie Wark PLAYING WITH ART Hans-Peter Schwarz CHINESE GOLD FARMERS Immigrant Workers in the Game Land Ge Jin ADVERTISEMENT IN VIDEO GAMES “Sell My Tears,” Says the Game Publisher Christian Gaca RE-PUBLIC PLAYSCAPE A Concrete Urban Utopia Alberto Iacovoni GAMESPACE Mark Wigley 7 Table of contents Level 1 20 24 32 34 36 38 40 42 48 50 52 54 64 66 68 70 78 80 82 84 86 94 96 98 104 106 108 114 116 122 124 126 128 Game Reviews DANCE DANCE REVOLUTION Gillian Andrews Wii SPORTS Heather Kelley TENNIS FOR TWO/PONG Cindy Poremba ASTEROIDS Jesper Juul BATTLEZONE Andreas Schiffler DEFENDER Jesper Juul WOLFENSTEIN 3D Alex de Jong COUNTER-STRIKE Alex de Jong MYST Drew Davidson SUPER MARIO BROS. Martin Nerurkar TETRIS Katie Salen ICO Drew Davidson ZORK Nick Montfort LEMMINGS Martin Nerurkar WORMS Clara Fernández-Vara MAX PAYNE Paolo Ruffino PAC-MAN Chaim Gingold DIABLO Stephen Jacobs SILENT HILL 2 Frank Degler SPLINTER CELL Thé Chinh Ngo SAM & MAX HIT THE ROAD Julian Kücklich KIRBY: CANVAS CURSE Thiéry Adam KATAMARI DAMACY Julian Kücklich EYETOY PLAY Heather Kelley ELITE Ed Byrne PRINCE OF PERSIA Drew Davidson SUPER MARIO 64 Troy Whitlock REZ Julian Kücklich DESCENT James Everett SUPER MONKEY BALL Troels Degn Johansson TONY HAWK’S AMERICAN WASTELAND Dörte Küttler LEGACY OF KAIN: SOUL REAVER Phil Fish RESCUE ON FRACTALUS Noah Falstein 8 130 Level 2 140 142 144 150 152 154 156 168 170 172 178 180 190 192 194 196 198 210 212 Level 3 242 244 316 QUAKE Patrick Curry TRON Rolf F. Nohr NEUROMANCER Espen Aarseth SNOW CRASH Neil Alphonso THE SIMS Mary Flanagan THERE Florian Schmidt ENTROPIA UNIVERSE Florian Schmidt SECOND LIFE Florian Schmidt LINEAGE Sungah Kim KINGDOM HEARTS Troy Whitlock WORLD OF WARCRAFT Diane Carr SID MEIER’S CIVILIZATION Jochen Hamma ANIMAL CROSSING Heather Kelley DARK CHRONICLE Dean Chan THE GETAWAY Gregory More GRAND THEFT AUTO: SAN ANDREAS Gregory More GRIM FANDANGO Julian Kücklich PSYCHONAUTS Drew Davidson SIMCITY David Thomas MAJESTIC Kurt Squire I LOVE BEES Sean Stewart PERPLEX CITY Steve Peters eXistenZ Adriana de Souza e Silva Level 4 368 PASSPORT TO … Ragna Körby, Tobias Kurtz Level 5 414 WARGAMES Rolf F. Nohr KUMA\WAR Stefan Werning AMERICA’S ARMY Stefan Werning S.T.A.L.K.E.R.: SHADOW OF CHERNOBYL Ernest W. Adams SHADOW OF THE COLOSSUS David Thomas THE TRUMAN SHOW Rolf F. Nohr MONOPOLY Marie Huber, Achim Nelke 434 436 458 460 470 472 SPACE TIME PLAY Table of contents Level 1 22 72 Project Descriptions BREAKOUT FOR TWO Florian “Floyd” Müller CHARBITAT Michael Nitsche 344 346 348 Level 3 222 224 226 228 246 256 258 260 262 264 270 272 274 280 282 284 286 288 294 296 298 300 302 308 310 318 Level 4 322 324 326 GEOCACHING Jack W. Peters MOGI Benjamin Joffe BOTFIGHTERS Mirjam Struppek, Katharine S. Willis THE BEAST Dave Szulborski THE ART OF THE HEIST Dave Szulborski PIRATES! Staffan Björk, Peter Ljungstrand CAN YOU SEE ME NOW Steve Benford M.A.D. COUNTDOWN Steffen P. Walz PACMANHATTAN Frank Lantz TYCOON Gregor Broll PROSOPOPEIA 1 Staffan Jonsson RELIVING THE REVOLUTION Karen Schrier EPIDEMIC MENACE Irma Lindt URBAN FREE FLOW Lukas Feireiss ARQUAKE Bruce H. Thomas, Wayne Piekarski CONQWEST Frank Lantz WHAVSM? Martin Budzinski, Henrik Isermann DEMOR Claus Pias INSECTOPIA Johan Peitz, Staffan Björk ’ERE BE DRAGONS Stephen Boyd Davis, Rachel Jacobs, Magnus Moar, Matt Watkins FAUST – ACOUSTIC ADVENTURE KP Ludwig John CATCHBOB! Nicolas Nova, Fabien Girardin GEOGAMES Christoph Schlieder, Sebastian Matyas, Peter Kiefer .WALK a watchful passer-by MANHATTAN STORY MASHUP Jürgen Scheible, Ville Tuulos FIRST PERSON SHOOTER Aram Bartholl 350 362 364 366 370 388 390 392 394 396 Level 5 412 474 476 478 SAUERBRATEN Andreas Dieckmann, Peter Russell TINMITH Wayne Piekarski, Bruce H. Thomas IMPLANT Wayne Ashley GAMEGAME Aki Järvinen SPACEFIGHTER Winy Maas KAISERSROT Alexander Lehnerer REXPLORER Rafael Ballagas, Steffen P. Walz PLASTICITY Mathias Fuchs THE HARBOUR GAME Tobias Løssing, Rune Nielsen, Andreas Lykke-Olesen, Thomas Fabian Delman BIG URBAN GAME Frank Lantz SUBCITY Elizabeth Sikiaridi, Frans Vogelaar SUPERCITY Troels Degn Johansson BLINKENLIGHTS Rahel Willhardt OPS ROOM Sabine Himmelsbach CHANGING THE GUARD Stephan Trüby, Stephan Henrich, Iassen Markov THE SCALABLE CITY Sheldon Brown THE MINISTRY OF RESHELVING Jane McGonigal ARCHITECTURE_ENGINE_1.0 Jochen Hoog NOZZLE ENGINE Wolfgang Fiel, Margarete Jahrmann GAMESCAPE Beat Suter, René Bauer 9 WHY SHOULD AN ARCHITECT CARE ABOUT COMPUTER GAMES? 10 SPACE TIME PLAY Introduction AND WHAT CAN A GAME DESIGNER TAKE FROM ARCHITECTURE? Computer games are part and parcel of our present; both their audiovisual language and the interaction processes associated with them have worked their way into our everyday lives. Yet without space, there is no place at which, in which or even based on which a game can take place. Similarly, the specific space of a game is bred from the act of playing, from the gameplay itself. The digital spaces so often frequented by gamers have changed and are changing our notion of space and time, just as film and television did in the 20th century. But games go even further: with the spread of the Internet, online role-playing games emerged that often have less to do with winning and losing and more to do with the cultivation of social communities and human networks that are actually extended into “real” life. Equipped with wireless technologies and GPS capacities, computer games have abandoned their original location – the stationary computer – and made their way into physical space as mobile and pervasive applications. So-called “Alternate Reality Games” cross-medially blend together the Internet, public phone booths and physical places and conventions in order to create an alternative, ludic reality. The spaces of computer games range from two-dimensional representations of three-dimensional spaces to complex constructions of social communities to new conceptions of, applications for and interactions between existent physical spaces. In his 1941 book Space, Time and Architecture: The Growth of a New Tradition, Siegfried Giedion puts modern architecture and its typologies in their social and chronological context. Today, we again face the development of new typologies of space – spaces that are emerging from the superimposition of the physical and the virtual. The spaces of the digital games that constitute themselves through the convergence of “space,” “time” and “play” are only the beginning. What are the parameters of these new spaces? To what practices and functional specifications do they give rise? What design strategies will come into operation because of them? In Space Time Play, authors with wholly different professional backgrounds try to provide answers to these questions. Practitioners and theorists of architecture and urban planning as well as of game design and game studies have contributed to the collection. The over 180 articles come in various forms; in essays, short statements, interviews, descriptions of innovative projects and critical reviews of commercial games, the synergies between computer games, architecture and urbanism are reflected upon from diverse perspectives. 11 Introduction Space Time Play contains five levels that – played on their own or in sequence – train a variety of skills and address a range of issues: The first level, THE ARCHITECTURE OF COMPUTER AND VIDEO GAMES, traces a short, spatiotemporal history of the architecture of digital games. Here, architects are interested in the question of what spatial qualities and characteristics arise from computer games and what implications these could have for contemporary architecture. For game designers and researchers, on the other hand, it’s about determining what game elements constitute space and which spatial attributes give rise to specific types of interaction. Moreover, it’s not just about the gamespaces in the computer, but about the places where the games are actually played; playing on a living-room TV is different from playing in front of a PC, which, in turn, is different from playing in a bar. Many computer games draw spatial inspiration from physical architecture. Like in a film, certain places and configurations are favored and retroactively shape our perceptions. Computer game players also experience physical space differently and thus use it differently. Newer input possibilities like gesture and substantial physical movement are making this hybridization of virtual and real space available for the mass market, thereby posing new questions to game designers and bringing the disciplines of built and imagined spaces closer together. Computer game design is thus not just about the “Rules of Play” anymore, but also about the “Rules of Place.” In the second level, MAKE BELIEVE URBANISM, the focus of the texts is shifted to the social cohesion of game-generated spaces – that is, to the ludic constructions of digital metropolises – and the question of how such “community spaces” are produced and presented. At the same time, the central topic of this level is the tension between the representation of the city in games and the city as metaphor for the virtual spatialization of social relations. How can sociability across space-time be established, and how will identity be “played out” there? The communities emerging in games, after all, constitute not only parallel cultures and economies, but also previews of the public spaces of the future. The third level, UBI QUITOUS GAMES, on the other hand, demonstrates how real space – be it a building, city or landscape – changes and expands when it is metamorphosed into a “game board” or “place to play” by means of new technologies and creative game concepts. Here, a new dimension of the 12 SPACE TIME PLAY notion and use of the city becomes conceivable, one which has the potential to permanently change the composition of future cities. What happens when the spaces and social interactions of computer games are superimposed over physical space? What new forms and control systems of city, architecture and landscape become possible? The migration of computer games onto the street – that is, the integration of physical spaces into game systems – creates new localities; games intervene in existent spaces. Game designers are thereby made aware of their social responsibility. Ubiquitous games fulfill not only the utopian dreams of the Situationists, but also the early 1990s computer-science vision of a “magicization” of the world. As in simulacra, the borders of the “magic circle” coined by Johan Huizinga blur, and the result is ludic unification. In the fourth level, SERIOUS FUN, the extent to which games and game elements also have serious uses – namely, as tools for design and planning processes – is examined through examples from architecture and city planning. The articles in this level demonstrate how the ludic conquest of real and imagined gamespace becomes an instrument for the design of space-time. For the playing of cities can affect the lived environment and its occupants just as the building of houses can. In this sense, playing is a serious medium that will increasingly form part of the urban planner’s repertory and will open up new prospects for participation. Play cannot replace seriousness, but it can help it along. The concluding fifth level, FAITES VOS JEUX, critically reflects upon the cultural relevance of games today and in the future. Which gamespaces are desirable and which are not? Which ones should we expect? Life as computer-supported game? War as game? The possibilities range from lived dreams to advertisements in gamespaces to the destruction of cities in games and in today’s reality of war and terrorism. What is the “next level” of architecture and game design? Both these creative worlds could benefit from a mutual exchange: by emulating the complex conceptions of space and design possibilities of the former and by using the expertise, interaction, immersion and spatial fun of the latter. Game designers and architects can forge the future of ludic space-time as a new form of interactive space, and they can do so in both virtual gamespaces and physical, architectural spaces; this is the “next level” of Space Time Play. 13