The Relationship Between Video Games & Architecture
Ever since the 1970’s when video games first started to emerge, architecture played a prominent role in video game aesthetics. To program video games to be realistic or at the very least, glitch-free, one must program each detail to be without structural flaws, much the same way one designs a building. A videogame designer and an architect both must consider every conceivable obstacle their project will be subjected to and plan accordingly. There are, of course, differences between the two. There are only a handful of reasons as to why people need buildings in the first place. These reasons include: Protection from harsh weather, the need to organize human activity effectively, (movie theaters, dance clubs, job offices), the need to protect personal belongings from theft, the right to personal privacy, the need to keep dangerous people contained (prisons), and of course, the need to make an impression on people who see the buildings, or to honor someone or something (monuments and commemorational buildings). However, when looking at these reasons with regard to games, some of these factors are irrelevant. Weather, for instance, if present in games at all, is usually for aesthetic purposes. Privacy is also irrelevant, as most games don’t allow you to see a character naked. The primary purpose of architecture within video games is purely to support the gameplay. Buildings in games are not comparable to buildings in the real world, because in most cases, their real life functions are either figurative or irrelevant. One main factor for the use of architecture within video games is constraint. For instance: In board games, there are no existing restrictions except for the literal end of the board. In chess, for example, the challenge of the game is produced by the set of rules concerning how each of the pieces are allowed move. Architecture institutes limitations that bound the freedom of movement in other...
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