During last week’s retrospective on my influences from
gaming as a child, I made reference to a piece of design that encapsulates my
interests in the industrial aesthetic and engineered feel in the Form of the
Black Citadel. Today I want to try and
describe what I think makes this special to me but first, a little context to
its existence…
The Black Citadel is the main city for a bestial race called
the Charr within the Guild Wars series.
The site in question originally played host to a large Human nation
called Ascalon, which protected itself against the Charr through the
construction of a large wall amongst other things. It was an ongoing battle, but the Charr used
a great power to cause great amounts of devastation to the land which became
known as the Searing. Over time, the
Charr moved into the lands and construction of the Black Citadel started over
the ruined remains of Rin, becoming the main post for the Iron Legion (one of 4
recognised Legion with the others being Ash, Blood and the opposing Fire). In Guild Wars 2, players get to visit the
Black Citadel as one of 5 racial cities and one neutral city where all are
available to explore its contents.
To come at the Citadel from a broad point, it’s mass of
being this vast piece of connected metal and ongoing mechanical sound perfectly
encapsulates the Iron Legion’s ethos of engineering, weaponry and pragmatic
thinking while having a certain sense of beauty in the finer details. It is my belief that pure function
construction finds ways to create art through it just working; a little bit
like Victorian age railway archways or similarly-aged greenhouses showcasing an
aspiration to let people know it can be done.
You could imagine the Charr being proud of this structure, but due to
their nature it may be to it being a continual reminder of victory over a
previous enemy.
Here are some words on specific parts of the Citadel that I
find great.
The Core
The Black Citadel and its main core looking from the Lion's Arch Portal. Screenshot taken 30/03/2015 |
As I looked to get setup to take these screenshots, I had to
take my character from Lion’s Arch (the neutral city) to the Citadel via a
portal. This meant that my entrance to
the Citadel was not via the conventional front gates that sit lower down on the
ground but a higher side-entrance that roughly sits in the middle in terms of
height. Regardless of view, it presents
you with a massive core that combines many sheets of metal to create a sphere
that dominates the landscape. Its
exterior which creates this look is a suspended form that comes from a mass of
supports that are dimly illuminated by the afternoon sunlight and torch-poles,
giving it an almost golden look in the reflection. This very much reminds me of visit the Eiffel
Tower in Paris during my first year university trip, where during the late
evening I stood underneath the tower looking up through the structure. Due to lighting, the tower appeared orange in
colour giving it an odd glow that I thought was brilliant.
The exposed structure that keeps the shell of the core in place. Screenshot taken 30/03/2015 |
Beneath the Eiffel Tower at night presents a similar feeling to the framework in the Black Citadel. Photo taken 02/2009 |
The Bane / Ruins
The ruins being overlooked by the ever present Charr stronghold. Screenshot taken 30/03/2015 |
To the rear of the Citadel the player is able to interact
with areas that look to transition the space between the older Human ruins and
ever-present Charr settlement. The more
obvious place for this are the ruins of Rin that around the west / south-west
reaches of the Black Citadel on the much lower ground level. A player interacting with this space will
most likely come for the couple vistas and Points-of-Interest for map
completion, but in their haste they may end up missing the vast contrast that
the ruins sit in. The small collection
of upright sections of tower and crumbling walls are all but overwhelmed by the
ever-present core and smog that looks to surround it like some kind of
aura. This example encapsulates the
contrast between the ‘old’ and ‘new’, but where I feel it’s done even better is
with the gladiatorial arena called the Bane.
The Bane arena built without concern to the present ruins of their previous enemy. Screenshot taken 30/03/2015 |
The Bane sits at the bottom of the main core of the Citadel
in which fights between Charr (primarily Gladiums) are fought in an arena
beneath an audience. What makes this
great is that the arena’s circle is interrupted by a ruined structure which was
incorporated into the design rather than demolishing it. It reinforces that feeling of victory as
mentioned previous, but in this context could also refer a reminder of an
ongoing battle with the Ascalonian ghost that continue to siege the land.
The Forge
A melting pot of scrap and ingenuity that defines this place. Screenshot taken 30/03/2015 |
I wanted to end on this piece because the sheer scale of it
continues to present the Citadel as this mass of industrial achievement. The southern section of the Citadel is
primarily a massive metal forge in which the player looks down from a high up
viewing point and fly-over vista when activated. This forge is not designed as much as formed
together; with a vast amount of scrap metal littering the ground being
instructed by a colossal metal crane that forms the material anew into the
ever-increasing armour of the Citadel.
It’s an organised mess that keeps the cogs turning and machinery turning
so that it remains the most prominent feature on the map to anyone who may gaze
upon it.
Last week I was able to see potentially how much my time
with video games had influence my interests as an adult in terms of
architecture. Today, I wanted to see
where my current gaming time fitted into this and whether my thoughts had
changed in any specific way. Naturally,
I would say that I’m more aware of it these days and as such may be reading
more into the subject than I would of normally.
That being said, I feel that what makes the Black Citadel a great piece
of architecture in my eyes is that industrial, mechanical feel that features
heavily in my younger days of gaming and its much lower textured brethren. What I feel sets this piece part is the
factor of context; with its ability to incorporate many years of lore so that
its narrative comes alive amongst its aesthetics to create more than just a
place in the Guild Wars 2 world. As
mentioned last week, a field is a field but the story creates
architecture.
*If you would like to know more about the Lore surrounding the history I briefly mentioned, please watch this Lore video by Wooden Potatoes: Guild Wars 2 Lore: The Fall of Ascalon
*If you would like to know more about the Lore surrounding the history I briefly mentioned, please watch this Lore video by Wooden Potatoes: Guild Wars 2 Lore: The Fall of Ascalon
No comments:
Post a Comment