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.
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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