Week 7 - Relationships between Games and Architecture
Games and Architecture have always had a relationship that translates to different experiences for the player. Whether architecture is used to as accurately as possible represent a setting, such as Assassin’s Creed and the representative architecture of Israel in the 12th Century, or to provide a setting for an emulation of the real-world, such as Snake and how the game comes to an end when the “head” crashes into its “body”, just like how any vehicular crashes occur).
Architecture in game is created so that one is able to quickly and easily identify itself to something of similar bearings in the real world. For example, in Super Mario Bros, we understand that falling into a hole in the ground may very likely kill the player, or at the very least, sustain certain damage. This is because it emulates what happens in the real world when we fall into a pit. Or that if we crash a plane in a game of Call of Duty, we are most certainly likely to do. As Salen and Zimmerman puts it, “we know something is a simulation, in part, because we are familiar with the thing that it is simulating”. This familiarity allows developers to play with ideas while using real world situations, physics and familiarity to introduce games that are not too confusing or difficult to pick up, understand and play.
1) Maplestory - Henesys NPC Town by Nexon
My first favourite area comes from the 2D side-scrolling Massive Multiplayer Online Role Playing Game (MMORPG) called MapleStory. MapleStory always fascinated me because despite it being an eleven year old game with limited engine capabilities and design limitations, it has always somehow enabled to emulate a real world with relatively believable architecture and game physics. Despite some advancements in their mechanics, certain aspects have remained the same, and today my focus will be on their towns.
I was impressed by how they gave the illusion of 3D with only a 2D side-scrolling game engine, by implementing different overlapping layers to emulate a 3-dimensional game field, or map. This is similar to another 2D side-scrolling game, “Little Big Planet”. As explained by Alison Gazzard in her paper, “(Re-)Positioning the Senses: Perceptions of Space in 3D gameworlds”, she highlights that through the layering of space, “the platforms of the game are not only arranged along the x and y axis, but also along the z axis, layering the architecture into the depths of the game”. MapleStory, despite being published 3 years before Little Big Planet, already understood the power of using layering to produce depth and utilised it greatly to create a deeper sense of immersion for players.
They also used objects that are easily identifiable by anyone of any age, such as taxis for indicate travelling at a cost, ropes and ladders to indicate some form of platform movement and different colored platforms to match the theme of the map. In this map “Henesys”, which is the Non-Playable Character “safe” town map and considered the hub of the MapleStory world, it is greeted with pleasant greenery and uplifting, light music. The immediate impression is that this zone is safe and welcoming to everyone. By making further uses of depth of field in the background, it gives an illusion that this place is meant to be a populated city of sorts.
In short, in this aspect, the architecture plays the role of architecture-as-spaces, focusing on giving players a different experience for different spaces they are involved in. Though visually they may be different, the physics and our real-world interaction is very much detached. For example, in the real world, we may find climbing ropes a lot more difficult than climbing a ladder, yet both can be climbed of the same speed. Players’ characters move across different terrain in the same manner, be it on grassland or on lava paths. Obviously, normal mortal beings will find it near impossible to walk on lava paths without some sort of scientific help. As such, the space here is not so much about it being experiential space, but more of symbolic space used to help users identify what is the theme of the space they are indulged in, without the abstraction of real world simulation such as the deadly heat from lava.
2) Disgaea by Nippon Ichi Software/NIS America
Disgaea is a typical Turn-Based Japanese Role Playing Game (JRPG) playing in a fantasy setting, where the protagonist attempts to reclaim his lost title of being the Overlord of the Netherworlds. The gameplay revolves around the central “hub” (the protagonist’s castle) and different thematic maps. All maps are isometric grid-based maps with variations in terrain palette, texture and variances in altitudes.
The terrain system is different from my previous example, as this one is based off 3D architectural design. The architectural space here is not only serves an aesthetic purpose, but as an experiential space as well. It represents the current progress of the map order development, which as shown in Figure 2, is the entrance of the castle to a boss monster.
The walls, pillars and other architectural details hint at the era, or at least the theme of the map, as well as allowing players to infer the scale of the entire chapter, which begins with this map and ends with the boss fight for the relevant chapter. The scale allows us to realise that even though this is just merely the entrance, there are to a certain extent details that will not exist in a boss dungeon of a small scale.
The difference in altitudes also suggests that players are able to move along the Y-axis of the game, and that too great a difference on altitude suggests impassable terrain, adding to strategic and tactical depth of the game, such as finding workarounds to reaching an enemy, or using “stacking” of characters to reach an otherwise unreachable terrain.
The type of terrain, however, does not impact the gameplay, and only serves purpose adding to the thematic immersion of the whole gameplay.
3) Left 4 Dead 2 by Valve
Left 4 Dead 2 is a vastly popular First Person Shooter game set in the modern era. As survivors trying to fight through a zombie horde to reach their extraction point for safety in various yet familiar settings such as urban city and piers, players encounter various familiar obstacles and pathways, such as the drainage systems and a field of warehouses.
This familiarity to everything real life such as boats, guns, chainsaws and molotovs work just as how they do in real life. Various aspects of reality are as similarly replicated in the game, such as when a car crashes on top of the player, the player gets instantly killed. Or when the player falls off a cliff, he is instantly killed as well. There are modes to further emulate this reality, such as a Realism mode where friendly fire kills allies, stronger zombies kill off players in a single hit and players do not respawn. All these construct into a very believable game, and players are easily immersed due to the familiarity. Even certain objects have some degree of physical interaction, such as shooting a cup will cause it to be shot off the table it is on (obviously in the real world, the cup would have blown up, hence emulation being only up to a certain degree).
However, as shown in Figure 3, some items do not represent what it is in reality, but is more of a representation of a game system. The pile of objects can easily be moved in real life, but in-game it serves as an immovable barricade, using familiar real world objects to further exemplify that the path has been blocked, rather than using a representative object that bares no familiarity in the real world. Thus, the game is using these objects not as tools, but as representations of an in-game system, whereas other objects like weapons are used as tools for in-game interactivity.