Architecture

It's a Trap (-door)!

04 Oct 2011
Posted by xeophin

When it comes to games, I often find that architecture can yield the best inspirations – especially when it comes from sources like the BLDGBLOG.

In this case, it's all about trapdoors. Funny things, trapdoors. Even funnier that they are not in much use when it comes to games.

Most levels are, when analysed thoroughly, mostly 2D: they might go up and down and wind around themselves a bit – but in the end, they're just long strips. Trapdoors undermine this simple structure, by opening up unexpected shortcuts. Yes, this might confuse the players … but couldn't this be fun, too?

I have not yet played Deus Ex: Human Revolution, but I do hope that this game uses trapdoors (and other unexpected shortcuts) more often.

A Spatial History of Trapdoors, as BLDGBLOG proposes, would be a good start to explore those devices:

Someone should write a short history of the trapdoor as spatial plot device in Broadway plays, literary fiction, Hollywood thrillers, and even dreams, CIA plots, Dungeons & Dragons modules, and more. How does the trapdoor, as an unexpected space of strategic perforation and architectural connection, serve both to move a plot forward and to give spatial form to characterization?

Posted by xeophin

Robert Yang kindly asked me to translate the article about my level design considerations for my bachelor's thesis game. I'm slightly afraid that he is going to be disappointed, since this is not so much a theoretical approach to architecture and level design in general, but rather my thoughts and motivations for creating the specific level architecture for my own game.

Some Background

My bachelor project is going to be a serious game aimed at 13 to 15 year old students. It is trying to raise awareness of (homophobic) bullying.

Using a first-person perspective, the player starts out in what seems to be some sort of adventure game, but in the course of the game will be forced to change the character. This does not only change the way s/he sees the world (every character sees the world differently), but also how s/he can communicate with other people – and s/he will have to deal with the behaviour of the character s/he played before, since the player's previous choices are imprinted on this character. Confronted with her/his own behaviour, the player should be able (in the best case) to reflect on her/his way of treating other people.

When starting to design the level, I considered the following points to be the main guiding lines:

Isolation

With the game being a serious game and a bachelor's project, I have neither the time (now) nor the money (in the future, when, hopefully, I'll be able to finish and publish the game) to create a large, open world.

Posted by xeophin

Jim Rossignol, who also posts for Offworld, in a guest post on BLDGBLOG about the architecture of evil in games:

Conveniently, evil already has a visual language. Put another way: I have seen the face of evil, and it is a caricature of gothic construction. There's barely a necromancer in existence whose dark citadel doesn't in some way reflect real-world Romanian landmarks, such as Hunyad or Bran Castle. The visual theme of these games is so heavily dependent on previously pillaged artistic ideas from Dungeons & Dragons and Tolkien that evil ambiance is delivered by shorthand. (Of course, World of Warcraft's Lich King gets a Stone UFO to fly around in – but it's still the same old prefab pseudo-Medieval schtick inside). Where the enemy is extra-terrestrial, HR Giger's influence is probably going to be felt instead.

Visual Splendour

10 Jan 2010
Posted by xeophin

This is beyond great.

I'm currently weeping of jealousy. I want my games to look like this.



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