Monday, 6 July 2015

Arenas, Museums and Space

The length of my commute over the past few weeks have been a process of theory vs. reality.  The theory being I can get work done to and from work but the reality is having to catch connecting services and not being able to sit during peak time.  Because of this, I have thought up a new process that involves reading on the Sunday; mulling it over during Monday and putting it to paper (physical or electronic) that evening.  Hopefully this will produce content that’s on time and interesting but of course time will tell.  Anyway, I recently found myself going over some old essays and I would like to talk about one of them today.

Although I do talk a lot about ‘space’ when it comes to architectural theory, I feel it’s a nice branching topic of discussion that has a varied number of applications.  One such way is Bataille’s piece on architecture (excerpt from my old copy of Rethinking Architecture) which corresponds with this concept in an interesting way.  He talks of architecture being an expression of society through the view of official characters such as palaces and cathedrals as they impose and create a social environment that reflects their grandeur.  His comment on the duality of man and architecture reflects this saying:
…if you attack architecture, whose monumental productions are now the true masters across the land, gathering the servile multitudes in their shadow, enforcing admiration and astonishment, order and constraint, you are in some way attacking man.

The Atrium at the Tate Modern has always been a rather bear-bones environment, but it has seen host to a great number of cultural installations.  Image from http://www.wikipedia.org/ accessed 06/07/2015


His later piece on the ‘museum’ has a similar connotation in that museums are an embodiment of societies desire to contemplate and observe in which visitors are exposed to what we can be throughout the ages.  The museum presented as a ‘container’ to the ‘content’ that the visitor interacts with keeps it as a piece of architecture reflect a particular social environment (knowledge and culture predominately) as the people flow through the exhibits to reach a point where they feel more informed, culturally rounded or (as Bataille puts it) ‘visibly animated’.  To me, this correlates strongly with my previous discussions on ‘space’ and ‘place’ as the museum and its exhibits live within these two phrases; as the museum hosts the collection while the content flourishes within a relevant place before the content is refreshed.  Whether the museum is in a historic grade one listed building overlooking a grand estate or a refurbished factory, the collection (its content) is what makes a museum, a museum.  We have places like the Tower of London but we also have the Tate and together they are able to attract large numbers of visitors who are looking for a cultural experience while they visit.  It is with this thought that games in some situations follow this theory through the concept of the ‘arena’. 

Chest-high walls among a set-piece that is design for conflict.  Image from http://wikigameguides.com/ accessed 06/07/2015


In a large number of action titles, you will be moving along a path and come across a space specifically design for a set piece to happen in.  An example of this can be Gears of War, where the abundance of chest-high walls will usually signify the approach of an incoming battle.  The player moves into this space aware of what they are looking to experience, readying their senses and acting accordingly.  They battle through this set-piece then find themselves moving along another path into the next conflict which will most likely follow the same pattern, regardless of size or prestige shifts between them.  Other examples such as a large open space with weapons littered around to signify an incoming boss battle or the more direct transitions in a game like Painkiller which feature an ongoing series of checkpoints can differ massively architecturally, but still give a similar impression to the player.  It shows that the environment can be a grand vista of physics and high-end graphical effects or simply rendered street but as long as the content aligns with the player’s desire for an experience in a well versed way it can be a great thing.  Referring back to Painkiller, some the environments may look quite simple, but its deliverance of content puts it low on the player’s priority of thoughts. 

Painkiller primarily is a series of arenas, but focuses heavily on combat to create an experience the player is looking for.  Image from http://www.nvidia.co.uk/ accessed 06/07/2015


To conclude, architecture can be a grand monument as much as a hovel but creation of an experience is what makes it truly shine.  Games do this brilliantly and it shows that chest-high wall galleries can be fun if the experience is attuned alongside it.  A game where the world around me is exploding into a million little events like Bulletstorm or Wolfenstein: the New Order can give me the same feeling of an experience as a puzzle in Antechamber due to their means of presenting the game-play to the player.  


References:
*Bataille G Archtiecture as shown in Leach, N. Rethinking Architecture(2008).  Routledge, London p.p. 20-23

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