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)
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