Video Game Design and Architecture

Yun Shen
S1105388
University of Edinburgh
Video Game Design and Architecture
In the real world, it is not hard to understand the functions of building. Buildings
provide places for entertainment, rest, study, and so on. People interact with the
buildings that they live in. Their daily lives are revolved around a few buildings and
its surrounded environment. Although games exist in a world of imagination, there is
much common ground between game and real world architecture, not only in their
functions and characteristic, but also in the way they are designed and built.
A panoramic view of the castle in Eindbear
Architecture is all about planning, design and construction. Interestingly, the process
and product of architecture is almost the same in game. For instance, according to
Christopher (Game Design and Architecture, 2009) many designers from game
companies have architectural backgrounds; they even use the same architectural tools
to build an environment. In the real world, architecture is rooted into the earth. The
construction of every single brick and tile is based on precise mathematical
calculation and detailed architectural blueprints. Tiny mistakes during the
construction process may result in serious consequences. The construction process of
buildings need detailed architectural drawings to save time and avoid mistakes, and
the same goes for in games. Without them, would be like a blind man crossing a river.
Take the Edinbear game as an example, all the buildings and rooms were modelled
separately. However, because there are no blueprints during the modelling process,
the consequence is that it took a long time to adjust everything proportionally when
merging the entire castle together into one scene. And the same applies to the texture
process. This experience made me realise how important architectural drawings are;
not only in real world, but also in virtual world.
Games and architectures can be changed, and both of them need interaction with
people. According to Chris Totten (Games Aren’t Art, They’re Architecture, 2011),
the environment becomes meaningful when people interactive with it. People leave
marks on things and can change the smell of a house. Games can be improved with
the help of advanced technologies. It requires suggestions from players, so that they
can be improved in the next version by following the feedback. Also, architecture can
be considered as a form of immobile art itself, even there are no residents that live in
it. For example, the Temple Expiatori De La Sagrada Familia by Antoni Gaudi i
Cornet, it is one of the most famous architectures in the world. Tourists come to visit
it every day, because of what it is.
What are the functions of buildings in games? Firstly, they are used to divide spaces.
In the simplest condition, buildings divide players and their enemies into two camps,
so that they are not mixed together. Secondly, they are used to distinguish functional
attributes. For example, players can purchase tools in stores, learn new skills in a
practice place, regain energy in lodge, upgrade level in arena, etc. Thirdly, the
creative and realistic buildings attract players. As Ernest Adams (The Role of
Architecture in Video Games, 2002) pointed out, architecture has a secondary and
valuable role to play, that is “to inform and entertain in it’s own right”. Imagine all
the buildings in the game World of Warcraft, if they were grey boxes instead of what
they are, would you still find it enjoyable and playable?
A screen shot of the game World of Warcraft: Wrath of the Lich King
Available online from: http://www.gamefront.com/games/wow-wrath-of-the-lich-king/screenshots
We should ask ourselves why some video games are so globally popular while others
are not? Of course great game mechanics is the one of the most important factors. But
aside from that, game environment gives the most direct sensory experience to players.
By controlling the characters, players feel like not the characters but themselves
exploring in the game world. Many people play games to look for entertainment and
excitement by killing enemies, monsters, zombies, etc. While others enjoy more by
freely wandering in virtual reality world, such as, villages, castles, streets, forests, and
so on.
Comparison of before and after using of normal mapping
In games, more details and physics mean the game is more realistic. According to
Björn Nilson (Game Engine Architecture 2007), realistic physics can enhance the
experience. However, game designers do not find it necessary to concentrate on
details that cannot be seen during playing, or always follow the rules of physics. This
is not an excuse that game designers use for laze. Real-time rendered video games do
not allow over-intricate models, because of the limitation of the game engine and
programming techniques. According to Ernest Adams (2002), straight lines are much
cheaper than curves in 3D games. Game designer always look for a balance between
high resolutions and high running speed. To save resources, a game designer will try
their best to minimise the quantity of faces and the resolution of the textures. For
instance, there were around one million faces in the original scene of Edinbear game.
It took one month to decrease two thirds of the faces in order to save resources. The
lost details were compensated by more advanced texturing. Texture baking is a
frequently used trick in industrial production. Game designers sculpt low polygon
models into highly detailed polygons; they then convert it back to low polygon after
recording its light and shadows with one flat texture, which is called normal mapping.
Most objects in Edinbear are built by this texture baking method.
Physics calculations and something like that can be quite heavy, the result is to slow
down the game. According to Björn Nilson (2007), the doors for extra features like
more realistic physics is to increase performance in hardware. The next-generation of
consoles is well known as the revolution of design and technical process of
environment creation. Current consoles (seventh generation) include Microsoft's
Xbox 360 (2005), Sony's PlayStation 3 (2006), and Nintendo's Wii (2006). Games on
seventh generation consoles have higher definition and more virtual reality, such as,
Halo 3 (X360) Wii Play (Wii), GTA: Liberty City Stories (PSP), Metal Gear Solid 4
(PS3), Nintendogs (NDS), and so on. The eighth generation is expected as the next
generation of consoles. There will be better player experiences in this next generation.
In the near future, with the help of advanced technology, I believe that designing of
games will not be limited by the processing speed of computer or the limitations on
memory. Players will experience a true virtual reality.
References:
Christopher W. Totten. (2009). Game Design and Architecture. P.46. Washington, D.C.
Chris Totten. (2011). Games Aren’t Art, They’re Architecture. (Available Online)
Ernest Adams. (2002). The Role of Architecture in Video Games. (Available Online)
Björn Nilson, Martin Söderberg. (2007). Game Engine Architecture. (Available Online)