Dissertation outline
Introduction
In my dissertation I will talk about how games are effecting on architecture industry and what is a role for an architect in this.
Traditionally architects use drawings as a way of expressing their ideas of imaginative spaces until these days. It is used by many architects to transfer virtual imagination design from their head into a form of reality on a paper (Grosz, 2001). In a 20th century development of computer graphics were able to create another way for an architect to express a special idea. From early 20th Cinema was a widely chosen format to express ideas or deliver messages because it can be easily adapted by consumers then text. Later on games, as people refer interactive cinema begin to appear on people. It is a one of the popular sub-genre of digital cinema in 21th century and until quite recent, game did not require complex architectural skills because in early stage it could not show details of background due to lack of hardware power. Then games starting to evolve within development of graphic industry and then developers start to design game space more details then before. Most of games are takes liner design to construct game spaces because most time it is intentionally built in a way to deliver experiences as developer intended to give to audience. It is a process of carefully designing path to navigate narrative participator. Although not every games are designed this way but most of major game companies are constructing games movie-like style after success of half life1 (1998) and medal of honor(1999). However games and movies may work similar way but it delivers narrative different way. According to Kevin he states that “The experience of cinematic texts is defined, in part, by the audience’s lack of ability to alter events unfolding within the film’s diegesis. In comparison, the experience of videogames is tied inextricably to the player’s investment and involvement within the game’s textual diegesis, and within a Heideggerian world of concern.” (Kevin Veale 2012)
For architects working with gaming industry maybe natural procedures as game requires visual narrative to attract consumers. Jonathan Blow states that “Architects are needed to create a game space with subtle sophistication otherwise game designer only able to achieve location such a sense of place and history.”(Jon Astbury 2014) It still brings up a question that can architect actually able to design a space more than game developer could achieve. As computer graphic develops rendering of video games are become more realistic than past developers are able to express narrative with greater depth. However designing virtual space does require careful set up with thoughtful layout as one of the important aspect of the game is a narrative. It is possible that game developers are able to create astonishing narrative themselves but most of companies nowadays separate their work to expert. In a sense architects are designers who design spaces virtually then transfer into a drawing therefore architects are needed to create space because they are been practicing it more than game designers. Furthermore these two industries are not that different from each other except casual games which they does not focusing on virtual spaces beside entertainment. Association between two are becoming inevitable because game market is becoming biggest multicultural market. According to a UK game industry report it state that UK game industry was worth over £ 3.9bn spend in 2014 which is 10% more than previous year. It is a growing steadily every year and in 2013 game industry creates more profit then video entertainment sales by £0.1bn. Furthermore in 2014 while music and video sales decreased it grow with 7.5% more in total. This trend is happening not only in the UK but also happening globally for example according to American game industry report 4 out of 5 U.S households own a device to play video games and 40% people who plays game spend less time watching movies in a cinema. As it probing itself to be popular then cinema it could become alternative media to replace video in future.
In particular games from several of different genres, my topic will be set on a Science fiction games particularly because they are not only for entertainment but it also trying to predict where our future is heading. Bioshock and Mass effect series are rail shooter games which participant have to follow liner designed path to proceed the game but they are showing very different future prediction with architectural style for example Bioshock infinity is based on a city which constructed with hyper technologies on top of traditional architecture from 1900s colonization period on the other hand mass effect is set on the world where far future that human are able to travel around galaxies so it has very large scale of minimalistic architecture without any earth historical aspect.
In my dissertation i will talk about how games are effecting on architecture industry and what is a role for an architect.
Games could become a primary architectural tool in the future
- gaming industry growing really fast for example game industry in UK growth 7.5% more in 2014 than previous year with total 2.5 billion pound which is 300 million pound more than video industry.(http://ukie.org.uk/research)
=Game designer need architects and market is growing more than video industry.
-Architects are needed to create a game space with subtle sophistication otherwise game designer only able to achieve location such a sense of place and history according to Jonathan Blow.
Game desgining is like a designing public space for an architect because it is for many people which deliver same experience but only one client.
Chapter 1
Games are usually referred as an interactive cinema which is part of digital cinema genre. In a sense both media are using motional images to deliver its narrative but it is different when it gets to a perceiver. Traditional cinema is one way projection where audience cannot interact with its narrative.
-Difference between traditional cinema and game. (movie used to be 3D method to represent a space)
="The experience of cinematic texts is defined, in part, by the audience's lack of ability to later events unfolding within the film's diegesis. In comparison, the experience of videogames is tied inextricably to the player's investment and involvement within the game's textual diegesis, and within a Heideggerian world of concern" (Kevin Veale 2012)
My personal history with games.
-Since i was 8 i always have been playing games to now. As far as i can remember the first game i played was drawing game on childish console in Japan when i was about 6 which i can not remember the title. I always trying to play different genre of games.Then I met one friend in Korea who had an NES console when i was 9. NES games were co-operative games with 8 bits of colour graphic and sound. It was very simple games when i look it back now but it was very convincing graphic at that time.Then when i became 10 my mother showed me Block busters on a computer which was the first game i played on PC. At that time computer was rare household appliances but i used to stay in my mother's work place after school. Then few years later I learned how to use a computer then start to playing online games.Online game were very limited in early 1990 because of internet condition, as it used to use phone lines to connect the internet and it was very expensive. I remember that my home computer could not support 2D online game called The kingdom of the wind smothly due to internet connection so i used to go to a internet cafe to play.Few years later internet techknowledge developed further so I was able to play online 3D games after school in my own house. The game i played most of the time called Mabinogi which was based on celtic mythology. It had very cartoonish graphic with early 3D polygon but it was a successful MMORPG(massive multiplay online role playing game) which i played for almost 7 years. When i was child i used to visit internet cafe after school with my friends so we could play games together in one space. However I always seeking for new games while i was playing with them. I remember we always played beloved game called Starcraft. Interesting fact is that most of teenagers loved the game for long time even nowadays some people still play it. It was so popular companies used to open tournament just like football matches which being broadcast on the air. It last until 2012 briefly 13 years of time.I remember when i first played Call of duty for the first time in my life. If i remember correctly i was the first one to play those kind of game in my school even though i did not understand English at that time. English was not my interest however when i play those games it did not really matter. Although i barely understand stories of that game but i got an brief idea of what was world war 2 looked like. It certainly effected on my interest of history of wars which made me read about actual facts about ww2.Then I played most of games in any genre that comes out each year and each title there was a progress of evolution in graphics. When modern ware fare 1 came out it was a evlounationarey game at that time with dynamic effects on a liner storyline. Its movie like effect on a game made players involve in a game world experiencing lively indirect modern war.
Science fiction games are developing to test out our possible spatial experience of our future for example...
Bioshock trying to show a future where space brings nostalgic feeling from an existing architecture style but also with heterogeneous experience because of hyper technology that does not invented in that period of time.
- it will be different spatial experience to the people who have different cultural background since the game is based on 19 century post world war 2 America.
- it will be difficult to map out bioshock's space traditional way because elevation of a platform is different.
- The Colombia, fictional flying city, the architectural work conveys an idea of American exceptionalism through out the game. City itself is shaped with American exceptionalism as it refuse to have a connection from outside of the city by floating on the air.
Mass effect is set on a future where our universe is developed enough to travel between galaxy. It's background able to explore an idea of infinite space one of the iconic station in the game is based on design of Standford torus and player can not tell where the space end. During the game player receive a virtual experience of idea of it by involving in the space.
-it is hard to get a clear idea of the scale in the game because it is restricted to narrow path due to software limitation.
Science fiction
how do video games use scifi genres to create specific spatiual ideas and types?
20th century Digital cinem's subgenre, Game
personal history with games
what is a differences between games and traditional cinema? (http://gamestudies.org/1201/articles/veale) -different way to experiencing set of texture diegesis
explain about Sci-fi
chapter 2
Intorduction about steampunk
Steampunk is a one of subgenre of SF based on nineteenth century mostly Belle Époque era. It started to appear in 1976 by UK writers Christoher Priest's The space machine(1976) and Michael Moorcock's Oswald Bastable which express nostalgic optimism for 19 century technology according to encyclopedia. It is simular to cyberpunk but different style which it has dystopian character meanwhile steampunk is generally bright and filled with optimistic hope for future technology.
explaining steampunk
history of steampunk
Alternative history
Introduce bioshock
-Bioshock Infinite (published in 2013 designed by Ken Levine) is a First person shooter game based on Imaginary city called ‘Columbia’ built in 1893. It is a alternative historical city which is similar concept of previous game (Bioshock 1,2) where it placed hidden under water city. However it have very different architectural charters because Columbia is based on parallel universe of real history meanwhile Rapture(Bioshock 1 underwater city) more based on dystopian lost city. It is formed by floating buildings generated by over technology steampunk machines underneath of lands. As a way of roads people use zip lines called ‘Sky lines’ to transport shipment or people with automatic magnetic hooks. In the game player have to use this line to move around the city and some times battle can be happen while player is on air which make game play more dynamic. In the game Columbia shows pre-world war time of American extreme nationalism which can be seen through liner story process as posters or sculptures. In a story line there is only one government party(The Founders) ruling the city and on top of that they worship Comstock as a living god who is founder of the city. He uses religion and racism to rule the city which he made his citizen to become extreme Xenophobia. As a result white supremacy dominate city's culture greatly. It lead great depth in the gap between rich(white) and poor(foreigners) alternatively caused revolution.Vox Populi(Voice of the people) is a opposition group against the founders and it mainly formed with foreigners. As the founders use blue as a primary colour for their military they use red which it is a symbolic colour for revolution.This imaginary city fascinate me as it is mixture of nearly impossible materials with existing history. Floating 19th century steampunk city have unusual impressive visuals to me. In fact it is a combination of new visual impact on me because it is totally different design where i came from. Beside of magnificent background I also like the story as it is heavily based on multidimensional theory like city itself.
Elements of the game
spatial structure of game : liner projection of story
how did developer try to deliever an idea of alternative universe
explain how the game use symbolism to deliver spatial idea(light house as a door to another universe)
introduce quantum mechanics
introduce alternative history
parallel world is a concept that believes there are multiple universe lined up in parallel. Alternative history is the one of sub genre of parallel world which basically starting from one basic question, what if? For example game Wolfenstein is about the world what if Hitler won the world war 2. Bioshock Infinity is all based on this conceptual idea of what if 19 century pre-war american were able to create hyper technology that could able to create flying city. In the game they explain this idea by using symbolistic building, a light house.At the beginning of the game main charcter (Buker) enters the lighthouse to enter a flying city. It is working as a door way to a city but when it is near the end game explain further this idea of door in different way. Near the end he enters this light house again but when he opens the door instead of interior mutliple lighthouse shows up. Then unplayble character Elizabeth start to explain multiple dimension which what each light house represent, another universe. It is started from very simple choices which what Buker had to do after a war against native Americans. He wished to become a another person because he was haunted by the war. At this point two big universe were created which universe that Buker did not accept Baptism and the other one which he accepts it. Whole story of Bioshock is based on this choice because he founds out that Comstock who is the main villain in the game is actually himself from different universe. When comstock finished building his own country he founds out that he were not able to create baby. He decide to open a portal to another parallel universe that he actually have a baby then took the baby from there which is the universe where Buker exist. In the end they realise that they could not stop comstock because there are infinite amount of universe. So they try to eliminate choices from the beginning so it could not exist in the first place. In a result Elizabeth kill Buker before his bapism. The ending was imilar to a movie Butterfly effect.
quantum mechanics, only conscious mind can be an observer who create very existence of reality of own otherwise we maintain one of expanding possiblities with nothing actually happening.
choices crossroads, but leading to same direction (illusion)
does choosing different path in the game change experiencing the space?
Is it possible to map out the game?
chapter 3
Explain about space opera
-Space opera originally was not popular SF subgenre according to Wilson Tucker in 1941 he named space opera after "soap operas" which is morning series in USA where it broadcast through Radio in daytime targeting housewives and "horse operas" which is westerns movies. He describe it as a "Hacky, grinding, stinking, outworn, spaceship yarn
Introduce mass effect
mass effect series are computer 3D TPS(thrid person shooter) video game developed in 2007(mass effect 1). It is based on far future 2148 when human race found an alien artifact as they name them 'Prothean' on mars and with their advanced technology human were able to travel to space. Then scout found an FTL(faster then light) space high way during searching pluto's moon 'Charon' as it turns out to be prothean old mass relay. After years later human race found an alien council formed in Citadel which caused few conflicts. Story begins as a Lieutenant Commander Shepard who was traveling toward human colony Eden Prime with secret mission.Through out the game player can interact with several alien species to communicate and fight them as an enermy. It add special atmosphere to the game and make easiler for play to combine with this space opera. During missions player can chose a way of converstation with choosable context which can lead to aggression or peaceful way to sort the problem in the game. The game have two different stage in between mission Adventure and combat. In adventure stage character is going around inside of citdel or ship to found out more informations about mission or improve relationship with people. In action stage it is a typical third person shooter but player can cover him behind the wall or an object to avoid projectiles.Most of adventure stage is based on Citadel where player spend most of time to interact with alien species. What i like about this space is that first of all scale of buildings on a sphere ground. Citadel is inspired by NASA's 1975 design of space settlements.
elements of mass effect
How mass effect use space opera
explain the idea of what future may looks like in mass effect
how does game spatially deliever an idea of future world
prediction of space life style in mass effect
story is based on Cosmic horror (Human feels fear when we encounter a unknown, Fear of the space which is unexplained large area beyond our imaginary) How does game try to show this spitally? ( annomous size of alienship )
why developer chose the mars as a important starting point of human space age in the game?
Conclusion
Book
Architecture from the outside by Elizabeth Grosz :http://projectlamar.com/media/groszarchitecture.pdf
Interactive Cinema is an oxymoron, but may not always be by Kevin veale : http://gamestudies.org/1201/articles/veale
http://www.cyberpsychology.eu/view.php?cisloclanku=2009061602&article=2
Article
playing the architect by Jon Astbury : http://www.architectural-review.com/playing-the-architect-why-video-games-and-architecture-need-each-other/8664135.article
http://www.bbc.co.uk/news/business-33757862
https://www.youtube.com/watch?v=woHc6-Py3Mw
http://ukie.org.uk/research
http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf
http://www.theesa.com/wp-content/uploads/2014/11/VideoGames21stCentury_2014.pdf
In my dissertation I will talk about how games are effecting on architecture industry and what is a role for an architect in this.
Traditionally architects use drawings as a way of expressing their ideas of imaginative spaces until these days. It is used by many architects to transfer virtual imagination design from their head into a form of reality on a paper (Grosz, 2001). In a 20th century development of computer graphics were able to create another way for an architect to express a special idea. From early 20th Cinema was a widely chosen format to express ideas or deliver messages because it can be easily adapted by consumers then text. Later on games, as people refer interactive cinema begin to appear on people. It is a one of the popular sub-genre of digital cinema in 21th century and until quite recent, game did not require complex architectural skills because in early stage it could not show details of background due to lack of hardware power. Then games starting to evolve within development of graphic industry and then developers start to design game space more details then before. Most of games are takes liner design to construct game spaces because most time it is intentionally built in a way to deliver experiences as developer intended to give to audience. It is a process of carefully designing path to navigate narrative participator. Although not every games are designed this way but most of major game companies are constructing games movie-like style after success of half life1 (1998) and medal of honor(1999). However games and movies may work similar way but it delivers narrative different way. According to Kevin he states that “The experience of cinematic texts is defined, in part, by the audience’s lack of ability to alter events unfolding within the film’s diegesis. In comparison, the experience of videogames is tied inextricably to the player’s investment and involvement within the game’s textual diegesis, and within a Heideggerian world of concern.” (Kevin Veale 2012)
For architects working with gaming industry maybe natural procedures as game requires visual narrative to attract consumers. Jonathan Blow states that “Architects are needed to create a game space with subtle sophistication otherwise game designer only able to achieve location such a sense of place and history.”(Jon Astbury 2014) It still brings up a question that can architect actually able to design a space more than game developer could achieve. As computer graphic develops rendering of video games are become more realistic than past developers are able to express narrative with greater depth. However designing virtual space does require careful set up with thoughtful layout as one of the important aspect of the game is a narrative. It is possible that game developers are able to create astonishing narrative themselves but most of companies nowadays separate their work to expert. In a sense architects are designers who design spaces virtually then transfer into a drawing therefore architects are needed to create space because they are been practicing it more than game designers. Furthermore these two industries are not that different from each other except casual games which they does not focusing on virtual spaces beside entertainment. Association between two are becoming inevitable because game market is becoming biggest multicultural market. According to a UK game industry report it state that UK game industry was worth over £ 3.9bn spend in 2014 which is 10% more than previous year. It is a growing steadily every year and in 2013 game industry creates more profit then video entertainment sales by £0.1bn. Furthermore in 2014 while music and video sales decreased it grow with 7.5% more in total. This trend is happening not only in the UK but also happening globally for example according to American game industry report 4 out of 5 U.S households own a device to play video games and 40% people who plays game spend less time watching movies in a cinema. As it probing itself to be popular then cinema it could become alternative media to replace video in future.
In particular games from several of different genres, my topic will be set on a Science fiction games particularly because they are not only for entertainment but it also trying to predict where our future is heading. Bioshock and Mass effect series are rail shooter games which participant have to follow liner designed path to proceed the game but they are showing very different future prediction with architectural style for example Bioshock infinity is based on a city which constructed with hyper technologies on top of traditional architecture from 1900s colonization period on the other hand mass effect is set on the world where far future that human are able to travel around galaxies so it has very large scale of minimalistic architecture without any earth historical aspect.
In my dissertation i will talk about how games are effecting on architecture industry and what is a role for an architect.
Games could become a primary architectural tool in the future
- gaming industry growing really fast for example game industry in UK growth 7.5% more in 2014 than previous year with total 2.5 billion pound which is 300 million pound more than video industry.(http://ukie.org.uk/research)
=Game designer need architects and market is growing more than video industry.
-Architects are needed to create a game space with subtle sophistication otherwise game designer only able to achieve location such a sense of place and history according to Jonathan Blow.
Game desgining is like a designing public space for an architect because it is for many people which deliver same experience but only one client.
Chapter 1
Games are usually referred as an interactive cinema which is part of digital cinema genre. In a sense both media are using motional images to deliver its narrative but it is different when it gets to a perceiver. Traditional cinema is one way projection where audience cannot interact with its narrative.
-Difference between traditional cinema and game. (movie used to be 3D method to represent a space)
="The experience of cinematic texts is defined, in part, by the audience's lack of ability to later events unfolding within the film's diegesis. In comparison, the experience of videogames is tied inextricably to the player's investment and involvement within the game's textual diegesis, and within a Heideggerian world of concern" (Kevin Veale 2012)
My personal history with games.
-Since i was 8 i always have been playing games to now. As far as i can remember the first game i played was drawing game on childish console in Japan when i was about 6 which i can not remember the title. I always trying to play different genre of games.Then I met one friend in Korea who had an NES console when i was 9. NES games were co-operative games with 8 bits of colour graphic and sound. It was very simple games when i look it back now but it was very convincing graphic at that time.Then when i became 10 my mother showed me Block busters on a computer which was the first game i played on PC. At that time computer was rare household appliances but i used to stay in my mother's work place after school. Then few years later I learned how to use a computer then start to playing online games.Online game were very limited in early 1990 because of internet condition, as it used to use phone lines to connect the internet and it was very expensive. I remember that my home computer could not support 2D online game called The kingdom of the wind smothly due to internet connection so i used to go to a internet cafe to play.Few years later internet techknowledge developed further so I was able to play online 3D games after school in my own house. The game i played most of the time called Mabinogi which was based on celtic mythology. It had very cartoonish graphic with early 3D polygon but it was a successful MMORPG(massive multiplay online role playing game) which i played for almost 7 years. When i was child i used to visit internet cafe after school with my friends so we could play games together in one space. However I always seeking for new games while i was playing with them. I remember we always played beloved game called Starcraft. Interesting fact is that most of teenagers loved the game for long time even nowadays some people still play it. It was so popular companies used to open tournament just like football matches which being broadcast on the air. It last until 2012 briefly 13 years of time.I remember when i first played Call of duty for the first time in my life. If i remember correctly i was the first one to play those kind of game in my school even though i did not understand English at that time. English was not my interest however when i play those games it did not really matter. Although i barely understand stories of that game but i got an brief idea of what was world war 2 looked like. It certainly effected on my interest of history of wars which made me read about actual facts about ww2.Then I played most of games in any genre that comes out each year and each title there was a progress of evolution in graphics. When modern ware fare 1 came out it was a evlounationarey game at that time with dynamic effects on a liner storyline. Its movie like effect on a game made players involve in a game world experiencing lively indirect modern war.
Science fiction games are developing to test out our possible spatial experience of our future for example...
Bioshock trying to show a future where space brings nostalgic feeling from an existing architecture style but also with heterogeneous experience because of hyper technology that does not invented in that period of time.
- it will be different spatial experience to the people who have different cultural background since the game is based on 19 century post world war 2 America.
- it will be difficult to map out bioshock's space traditional way because elevation of a platform is different.
- The Colombia, fictional flying city, the architectural work conveys an idea of American exceptionalism through out the game. City itself is shaped with American exceptionalism as it refuse to have a connection from outside of the city by floating on the air.
Mass effect is set on a future where our universe is developed enough to travel between galaxy. It's background able to explore an idea of infinite space one of the iconic station in the game is based on design of Standford torus and player can not tell where the space end. During the game player receive a virtual experience of idea of it by involving in the space.
-it is hard to get a clear idea of the scale in the game because it is restricted to narrow path due to software limitation.
Science fiction
how do video games use scifi genres to create specific spatiual ideas and types?
20th century Digital cinem's subgenre, Game
personal history with games
what is a differences between games and traditional cinema? (http://gamestudies.org/1201/articles/veale) -different way to experiencing set of texture diegesis
explain about Sci-fi
chapter 2
Intorduction about steampunk
Steampunk is a one of subgenre of SF based on nineteenth century mostly Belle Époque era. It started to appear in 1976 by UK writers Christoher Priest's The space machine(1976) and Michael Moorcock's Oswald Bastable which express nostalgic optimism for 19 century technology according to encyclopedia. It is simular to cyberpunk but different style which it has dystopian character meanwhile steampunk is generally bright and filled with optimistic hope for future technology.
explaining steampunk
history of steampunk
Alternative history
Introduce bioshock
-Bioshock Infinite (published in 2013 designed by Ken Levine) is a First person shooter game based on Imaginary city called ‘Columbia’ built in 1893. It is a alternative historical city which is similar concept of previous game (Bioshock 1,2) where it placed hidden under water city. However it have very different architectural charters because Columbia is based on parallel universe of real history meanwhile Rapture(Bioshock 1 underwater city) more based on dystopian lost city. It is formed by floating buildings generated by over technology steampunk machines underneath of lands. As a way of roads people use zip lines called ‘Sky lines’ to transport shipment or people with automatic magnetic hooks. In the game player have to use this line to move around the city and some times battle can be happen while player is on air which make game play more dynamic. In the game Columbia shows pre-world war time of American extreme nationalism which can be seen through liner story process as posters or sculptures. In a story line there is only one government party(The Founders) ruling the city and on top of that they worship Comstock as a living god who is founder of the city. He uses religion and racism to rule the city which he made his citizen to become extreme Xenophobia. As a result white supremacy dominate city's culture greatly. It lead great depth in the gap between rich(white) and poor(foreigners) alternatively caused revolution.Vox Populi(Voice of the people) is a opposition group against the founders and it mainly formed with foreigners. As the founders use blue as a primary colour for their military they use red which it is a symbolic colour for revolution.This imaginary city fascinate me as it is mixture of nearly impossible materials with existing history. Floating 19th century steampunk city have unusual impressive visuals to me. In fact it is a combination of new visual impact on me because it is totally different design where i came from. Beside of magnificent background I also like the story as it is heavily based on multidimensional theory like city itself.
Elements of the game
spatial structure of game : liner projection of story
how did developer try to deliever an idea of alternative universe
explain how the game use symbolism to deliver spatial idea(light house as a door to another universe)
introduce quantum mechanics
introduce alternative history
parallel world is a concept that believes there are multiple universe lined up in parallel. Alternative history is the one of sub genre of parallel world which basically starting from one basic question, what if? For example game Wolfenstein is about the world what if Hitler won the world war 2. Bioshock Infinity is all based on this conceptual idea of what if 19 century pre-war american were able to create hyper technology that could able to create flying city. In the game they explain this idea by using symbolistic building, a light house.At the beginning of the game main charcter (Buker) enters the lighthouse to enter a flying city. It is working as a door way to a city but when it is near the end game explain further this idea of door in different way. Near the end he enters this light house again but when he opens the door instead of interior mutliple lighthouse shows up. Then unplayble character Elizabeth start to explain multiple dimension which what each light house represent, another universe. It is started from very simple choices which what Buker had to do after a war against native Americans. He wished to become a another person because he was haunted by the war. At this point two big universe were created which universe that Buker did not accept Baptism and the other one which he accepts it. Whole story of Bioshock is based on this choice because he founds out that Comstock who is the main villain in the game is actually himself from different universe. When comstock finished building his own country he founds out that he were not able to create baby. He decide to open a portal to another parallel universe that he actually have a baby then took the baby from there which is the universe where Buker exist. In the end they realise that they could not stop comstock because there are infinite amount of universe. So they try to eliminate choices from the beginning so it could not exist in the first place. In a result Elizabeth kill Buker before his bapism. The ending was imilar to a movie Butterfly effect.
quantum mechanics, only conscious mind can be an observer who create very existence of reality of own otherwise we maintain one of expanding possiblities with nothing actually happening.
choices crossroads, but leading to same direction (illusion)
does choosing different path in the game change experiencing the space?
Is it possible to map out the game?
chapter 3
Explain about space opera
-Space opera originally was not popular SF subgenre according to Wilson Tucker in 1941 he named space opera after "soap operas" which is morning series in USA where it broadcast through Radio in daytime targeting housewives and "horse operas" which is westerns movies. He describe it as a "Hacky, grinding, stinking, outworn, spaceship yarn
Introduce mass effect
mass effect series are computer 3D TPS(thrid person shooter) video game developed in 2007(mass effect 1). It is based on far future 2148 when human race found an alien artifact as they name them 'Prothean' on mars and with their advanced technology human were able to travel to space. Then scout found an FTL(faster then light) space high way during searching pluto's moon 'Charon' as it turns out to be prothean old mass relay. After years later human race found an alien council formed in Citadel which caused few conflicts. Story begins as a Lieutenant Commander Shepard who was traveling toward human colony Eden Prime with secret mission.Through out the game player can interact with several alien species to communicate and fight them as an enermy. It add special atmosphere to the game and make easiler for play to combine with this space opera. During missions player can chose a way of converstation with choosable context which can lead to aggression or peaceful way to sort the problem in the game. The game have two different stage in between mission Adventure and combat. In adventure stage character is going around inside of citdel or ship to found out more informations about mission or improve relationship with people. In action stage it is a typical third person shooter but player can cover him behind the wall or an object to avoid projectiles.Most of adventure stage is based on Citadel where player spend most of time to interact with alien species. What i like about this space is that first of all scale of buildings on a sphere ground. Citadel is inspired by NASA's 1975 design of space settlements.
elements of mass effect
How mass effect use space opera
explain the idea of what future may looks like in mass effect
how does game spatially deliever an idea of future world
prediction of space life style in mass effect
story is based on Cosmic horror (Human feels fear when we encounter a unknown, Fear of the space which is unexplained large area beyond our imaginary) How does game try to show this spitally? ( annomous size of alienship )
why developer chose the mars as a important starting point of human space age in the game?
Conclusion
Book
Architecture from the outside by Elizabeth Grosz :http://projectlamar.com/media/groszarchitecture.pdf
Interactive Cinema is an oxymoron, but may not always be by Kevin veale : http://gamestudies.org/1201/articles/veale
http://www.cyberpsychology.eu/view.php?cisloclanku=2009061602&article=2
Article
playing the architect by Jon Astbury : http://www.architectural-review.com/playing-the-architect-why-video-games-and-architecture-need-each-other/8664135.article
http://www.bbc.co.uk/news/business-33757862
https://www.youtube.com/watch?v=woHc6-Py3Mw
http://ukie.org.uk/research
http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf
http://www.theesa.com/wp-content/uploads/2014/11/VideoGames21stCentury_2014.pdf

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