The subject of signs and iconography is something that
appears in our everyday lives to point where it gets an automatic response from
us. Whether its road-signs as we drive
along dictating the speed to go; public transport and its colour co-ordinated
route system; or an office building and its designation of floor space, each
has its own set of parameters defined for its users. The subject of Semiology (the study of signs)
is something that has a depth beyond anything I could comprehend in this brief
discussion, but I hope to give an insight in relation to my previous
experience.
To begin with, this is a subject that has been on my
peripheral since the later parts of my second year at university. I remember Extra Credits doing a Halloween
episode on the subject in correlation to horror (quite appropriate in relation
to the current time of the year) which perked my interest. As I have developed my own thoughts over the
years through such viewpoints as Heidegger, Lyotard, Baudrillard, etc I’ve only
briefly noticed how close semiology comes into the fray. Defining ‘place’ and ‘space’ is somewhat
similar to defining items like ‘chair’, ‘door’ and ‘wall’ which brings us to
the architectural context of this piece.
For this piece, I’ve looked at Roland Barthes ‘Semiology and the Urban’ and Umberto Eco’s
‘Function and Sign: The Semiotics of
Architecture’ which in turn present some nice examples in game design. Barthes is the essay I would align closer to
my personal architectural theory with the discussion of how towns and cities develop
over time and define their areas; such as neighbourhoods, commercial and
industrial districts of varying importance.
As you may be aware, the traditional progression of a settlement is a
progressive growth into villages-towns-cities depending on a number of factors
like geography, economics and social growth.
As a settlement crosses one of these thresholds, there is a certain
difficulty in creating new space while appeasing the issues of change. For example, a village being developed into a
small market town may feature new dwellings and more widely recognised retail
outlets. However, the current population
may desire a small settlement and dislikes the look of the new developments out
of this desire to stay a village. It is
at this point the architect / town planner has to be careful to consider the
thoughts of each party as they create this new settlement.
Personally, I feel a strong connection between this and the idea of particular IP’s (intellectual property) and the interpretation from different studios. Take the Warhammer 40k IP and see the range of game genres handled by its developers (RTS, FPS, 3rd person action, etc). The mechanics are different but they each follow a particular aesthetic (to a lesser or greater degree) of this ‘grim dark’ future where there is a fight for survival in a somewhat brutal manner. Another example would be the recent Devil May Cry (DMC: Devil May Cry) where a reboot change the story’s main character (Dante) from a ‘jokey’ fun-loving character into a more ‘brooding’ kinda nihilistic person, much to the disapproval of the series fans.
Personally, I feel a strong connection between this and the idea of particular IP’s (intellectual property) and the interpretation from different studios. Take the Warhammer 40k IP and see the range of game genres handled by its developers (RTS, FPS, 3rd person action, etc). The mechanics are different but they each follow a particular aesthetic (to a lesser or greater degree) of this ‘grim dark’ future where there is a fight for survival in a somewhat brutal manner. Another example would be the recent Devil May Cry (DMC: Devil May Cry) where a reboot change the story’s main character (Dante) from a ‘jokey’ fun-loving character into a more ‘brooding’ kinda nihilistic person, much to the disapproval of the series fans.
Eco’s essay is more concerned with the semiology of objects
and the correlation we find to create patterns in space. One of the examples given by Eco is that of a
cave and early man; as they use a hole in a mountain as shelter, over time it
will be defined by the person as a place of settlement in which they
dwell. Rock formations along the edges
can also be defined as walls and the opening itself is effectively a transition
from dwelling to not dwelling (aka door).
As the person goes forth and explores, they may see similar rock
formations with a transitional ‘hole’ which one could imagine they define as
another ‘cave’. More modern examples can
be things like viewports (windows, glazing, platforms, etc) or a chair (pile of
rocks, a fallen tree, a chair, a sofa, a throne, etc) but they come under the
idea of how we define what something is and the connotations with it. The range of items that can come under a
single definition is somewhat infinite from a broad spectrum, but there’s an
example from a game I enjoy greatly which I feel takes on this idea greatly.
Ratchet and Clank on the PS2 was a platformer which featured an anthropomorphic main character (Ratchet) and his robot sidekick (Clank). Initially, Clank is a means to bring the call of ‘a hero’s journey’ to Ratchet, but over time Clank develops some motor actions to help the player progress the game. These features include a helicopter / jetpack / waterjet transformation from Clank which gives us the ability to jump higher, glide, swim faster and other tertiary functions. Clank is defined as a robot; but he features AI of a robot, customisation of a mechanical object, and the companionship of a sidekick character. I haven’t played it, but those of you from the Nintendo console side will probably see a similar light with Banjo Kazooie and the range of involvement Kazooie has in the game.
Ratchet and Clank on the PS2 was a platformer which featured an anthropomorphic main character (Ratchet) and his robot sidekick (Clank). Initially, Clank is a means to bring the call of ‘a hero’s journey’ to Ratchet, but over time Clank develops some motor actions to help the player progress the game. These features include a helicopter / jetpack / waterjet transformation from Clank which gives us the ability to jump higher, glide, swim faster and other tertiary functions. Clank is defined as a robot; but he features AI of a robot, customisation of a mechanical object, and the companionship of a sidekick character. I haven’t played it, but those of you from the Nintendo console side will probably see a similar light with Banjo Kazooie and the range of involvement Kazooie has in the game.
To summarise, the subject of signs and semiology is a vast
subject which bleeds into our everyday lives on both a conscious and sub-conscious
manner. Taking time to consider these
factors gives us the potential to view games in a new depth when we corroborate
it with exterior schools of thought. I
would highly recommend reading further into the subject with people like Young
(psychology) or the examples I’ve presented in this post.
I hope you’ve found this piece interesting.
References
*Barthes, R. Semiology
and the Urban
*Eco, U. Function and Sign: The Semiotics of Architecture
*Ratchet and Clank.(2002). Insomniac Games
*Banjo Kazooie. (1998). Rare
*Eco, U. Function and Sign: The Semiotics of Architecture
*Ratchet and Clank.(2002). Insomniac Games
*Banjo Kazooie. (1998). Rare
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