draft

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 a future where our universe is developed enough to travel between galaxies. It shows an idea of infinite spaces by one of the iconic station in the game which is based on design of Standford torus because player cannot tell where the space ends.

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 my experience many genres of games started. As far as I can remember the first game was a drawing game on childish console in Japan when I was about 6 which title is remain unknown due to lack of memory. I always try to play different genre of games to experience different aspects of game. 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 with one liner path at that time but it was very convincing graphic at that time. Then few years later when my age reached 10 my mother showed me Block busters on a computer which was the first game I ever played on PC. At that time computer was rare household appliances with limited power but as I used to stay in my mother's work place after school. Then few years later I learned how to use a computer to use it properly and started to play online games. Online games were very limited in early 1990 because of internet condition because 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 smoothly due to internet connection so I used to go to an internet cafe to play. Few years’ later internet technology 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 multiply 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 that 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 a 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 an evolutionary 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 or some authors refer as science fantasy is a fictional genre usually based on scientific principles. According to Darko Suvin who tried to define meaning of science fiction he described as
“a literary genre of verbal construct whose necessary and sufficient conditions are the presence and interaction of estrangement and cognition, and whose main device is an imaginative framework alternative to the author’s empirical environment.(Suvin, p. 37)
As name suggest SF usually set on a future where scientifically advanced from our own world to different one. He used a term ‘the novum’to describe fictional devices which can differentiate fictional world from our own for example time machine or spaceship. It can be seen as a movement to predict what future may look what if mankind has imaginative technology in future. For example couple of technologies became real for example micro handheld device and hologram from early science fiction movies are now available.
How do video games use sci-fi genres to create specific spatial ideas and types?
Science fiction games are usually set on a three different style for example time traveling, alternative universe and future. From three alternative universe and futuristic games are interesting because those two games show unusual architectural style within its narrative for example steampunk game called Bioshock trying to show a future where space brings nostalgic feeling from an existing architecture style and also heterogeneous experience because of hyper technology that does not invented in that period of time. It is a predicted future where tradition in kept within a fast growing technology. According to Suvin (parrinder, p. 4) he said “by imagining strange worlds we come to see our own conditions of life in a new and potentially revolutionary perspective “Nowadays modern architecture is on a splitting into two big paths one with keeping a traditional style and one without it. In a science fiction games player are experiencing space differently compare to traditional cinema as he or she is the one observer but also participant same and without them game’s narrative would not proceed. Therefore player can receive more spatial idea of virtual spaces through the game play.
Chapter 2
Intorduction about steampunk
Steampunk is a one of subgenre of SF based on nineteenth century mostly on Belle Époque era which is the period of time when technology seems to be solution of every problem. 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 similar 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
Steam punk is usually based on alternative history as it is based on 19th century periodical time. Characteristically almost every machine in the steam punk universe is a steam engine with brass and bronze gears. Distinctively flying machine are easily spot in any steampunk universe because it reflect astonishing invention of airplane by Wright brothers at that time. Beside hyper technological machines such as flying castle its architecture style is maintain with traditional style.
Introduce bioshock
Bioshock Infinite (published in 2013 designed by Ken Levine) is a First person shooter game based on an Imaginary city called ‘Columbia’ built in 1893. It is an alternative historical city which is similar concept from previous game (Bioshock 1 and 2) where it placed hidden under water city Rapture, is representing concept of Objectivism. Unlike previous game Bioshock Infinite have very different architectural charters because Columbia is based on parallel universal city with steampunk technology meanwhile Rapture is placed underwater city and it is represented as a dystopian lost city. Columbia is formed by multiple floating buildings generated by imaginative steampunk machines generated by quantum mechanics developed by Lutece twins. In first chapter Booker enters a city with a mission which he has to find a girl to pay his depth. Then the game shows a life style in this imaginative city where people use zip lines across the city called ‘Sky lines’ to transport shipment or people with automatic magnetic hooks beside flying ships. As this game is based on belle Époque era until middle of game city is showing astonishing hopeful view of Columbia. In the game player have to use this line to move around the city and sometimes battle can be happen while player is on air which make game play more dynamic. In general developers used bright colours with strong natural light and before a first battle Booker enters fair to experience positive attitude towards technologies. 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. Its narrative reflecting on a modern society as well as past one by showing through character for example Jeremiah Fink is an entrepreneur using complicit to generate profits. In a story line there is only one government party which call themselves The Founders ruling the city. They are worshiping Comstock who is a founder of the Columbia as a living god. In the game Columbia is referring as a heaven and him as a god. But on the other side player starting to experience results of white supremacy working as a dominating cultural force. For example player can found out there is ongoing war in-between white people which referred as a rich and foreigners as poor low class. Vox Populi which translated as Voice of the people is an only unofficial opposition group against the founders and it mainly formed with foreigners. Ironically in the game The founders use red as a primary colour for their military and Vox populi uses red which is switched representation of 17th century independent war where American which formed up with different nationalities used blue and British force used red. It is interesting as foreigners seeking for freedom against American when they had war for it before which is showing fear from outside forces.
Elements of the game
 introduce quantum mechanics
 Quantum mechanics is a scientific law to describe behavior of atoms. For example when scientist did double slit experiment they found out atom are existing in two different spaces without splitting themselves. Only conscious mind can be observers who create very existence of reality of own otherwise we maintain one of expanding possibilities with nothing actually happening. This conceptual idea leads to a parallel world.
Alternative history
Parallel world is a concept that believes there are multiple universes lined up in parallel which can be divided by choices. Alternative history is the one of sub-genre of parallel world which basically based on quantum mechanics For example shooting 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 symbolist building such as a light house. At the beginning of the game main character Booker Dewitt, 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 multiple lighthouses shows up. Then unplayable character Elizabeth starts to explain multiple dimensions 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 another person because he was haunted by the war. At this point two big universes 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 found 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 found out that he were not able to create baby. He decides to open a portal to another parallel universe that he actually has a baby then took the baby from there which is the universe where Buker exist. In the end they realize 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 baptism. The ending was similar to a movie Butterfly effect.
 In the game Wounded knee battle where American forces slaughter unarmed native Americans is a one of main event which main character experienced.
- 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.
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 describes it as a "Hacky, grinding, stinking, outworn, spaceship yarn. To differentiate itself to typical western movies it usually has magical forces for example famous movie Star wars series have invisible power called force is one of main power to make a character special. Unlike alternative universe it is usually set on far future where traditional aspect of earth is faded into a new architectural style.
 Introduce mass effect
Mass effect series are computer 3D TPS (thrid person shooter) video game developed in 2007. 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 than light) space high way during searching Pluto’s moon 'Charon' as it turns out to be protein’s 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. Throughout the game player can interact with several alien species to communicate and fight them as an enemy. It add special atmosphere to the game and make easier for play to combine with this space opera. During missions player can chose a way of conversation with closeable context which can lead to aggression or peaceful way to sort the problem in the game. The game has two different stage in between mission Adventure and combat. In adventure stage character is going around inside of citadel or ship to found out more information 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 other alien species. It is inspired by NASA's 1975 design of space settlement and its scale of buildings on a sphere ground create astonishing view which people feel awe towards it.
 Elements of mass effect
In the game it is hard to get a clear idea of the scale in the spaces because it is restricted to narrow path due to software limitation but background seems to have endless spaces. When Shepard arrive at Citadel there are not enough clear indicate to direct location to get a quest so most people are actually getting lost in first place. It is interesting because of most games have visual guide that direct to destination instead mass effect have dialogue system to found out. It is a similar experience to when people travel to different city in our own world.
 Explain the idea of what future may looks like in mass effect
Throughout the game play stage of it constantly change to different environment with different architectural style. For example on a planet called Noveria it shows highly secured advance research facilities on a white snowy mount. It is isolated from any other building which indicates that this space is not for the public. It has a minimalistic style out layer however it is constructed with tough material which makes it looks like a bunker. On the other hand Illium is showing multicultural highly advanced dense city with pointy high-rises buildings.
 Prediction of space life style in mass effect
Mass effect architectural style is generally based on minimalistic style which is very plane and clean surface. This game is a visual trail where minimal could take us in a future. Most of planet has Le Corbusier’s radiant city style where most of city function is heavily focused on to a large scale tall building.
 why developer chose the mars as a important starting point of human space age in the game?
Mars has been closest planets to earth and brightest one beside sun and moon in our solar system. In the past it was a symbol of a war in fact it is named after a god of war in Greece because is it red which remind people of blood. In modern days it brought imaginative ideas of alien species because it has a lot of similarities with our world Earth. 
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 spatially? ( annomous size of alienship, buildings )






Conclusion
Media usually mock games as a juvenile time waster however it is becoming important media to deliver narrative.
Architects and game designers can work together to create better virtual spaces within a narrative.
Science fiction games are useful tool to test out spatial ideas on a virtual space.
It is important to predict future because it can guide people’s life style.


















Book
What is Digital cinema? By Lev Manovich
History of Science fiction
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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