ffiffiM ls agame - Boston Society of Architects
Transcription
ffiffiM ls agame - Boston Society of Architects
ffiffiM ls agame Video games can provide a home away from home BY LON R. GROHS, ASSOC. AIA 'orlds removed from the everyday hassles of the construction industry where budgets, punch lists, and paperwork rule lies another territory, where astonishing buildings are created with nary a lawsuit or insurance claim even if their occupants do tend to be subject to an unprecedented amount ofbloodshed and gore. Video games today constitute a multi-billion-dollar industry that depends upon a delicate balance offantasy and reality: enough fantasy to constitute entertainment, and enough reality to make the experience fully absorbing. Architecture in this virtual environment serves the same purpose as it does in the physical environment: it creates a sense of place. But in a video game, it must also support a story. In some games, architecture provides the backdrop for the activities of the characters: the surreal environments of Myst 4 allude to the mysterious nature of the gameplay. In others, such as SimCity 4, architecture to a great degree ls the game. And still others absorb the language of architecture to allow players to create alternate virtual lives on the lnternet In MarsNext, you can become a certified citizen of\tars and own a deed to a virtual residence. At Second Lite, r.ou can orfll your dream house and yacht. One gamer *p'emt $36500 in real-world currency on game Project Entropia. tfu ruilh-plaring tr a flfirditlMllrne8@sron a virtual island in The technologies used in the creation of built architecture and virtual architecture share the same DNA, with sometimes surprisingly different results. As Michael Wu of Microsoft's Bungie Studios notes, "It is easy to lose your way and get lost in a virtual world. We don t feel temperature changes, remember the effort of going up stairs, or notice the slight change in light from one offrce to the next. Remove all senses except vision, and suddenly you realize just how few cues there are." As more architecture schools adopt courses in virtualenvironment design, we can expect that more designers will be drawn to careers in the virtual world. And among those who are committed to building in the physical world, we may see new design sensibilities.'i{rchitecture doesn't necessarily express the relationship between spaces visuallyi'Wu observes. "In fact it would seem that most contemporary buildings let signage do all the work. People have become accustomed to reading a directory rather than the building itself. But in a game, a player standing in front of a directory will get a melee attack from the back or get sniped from the flank within moments." o Lon R. Grohs, Assoc. AlA, is the director of architectural visualization at Neoscape in Boston. He is a member of the American Society of Architectural lllustrators and the New York Society of Renderers. luly.August 2oo5 eb 31