World of Warcraft Architecture, Space and Gameplay Manual
Taking as its starting point the notion that architecture provides a way of analysing computer games and their spatiality, this paper compares two very different ways of producing architecture and space in World of Warcraft and Lord of the Rings: Battle for Middle Earth 2. Looking at the production of architecture within the two games as an object or as a spatial entity, as experiential or symbolic, this paper links videogame architecture, landscape, gameplay and the player.
This is architecture to make gameplay legible. Both games build on established fantasy traditions, using architectural and ecological diversity to differentiate races and spaces. Both games use architecture to clarify and simplify gameplay in two very different ways. World of Warcraft uses architecture and landscape as an organisational system that contains activity and builds on usage patterns from real life. In contrast BFME II creates architecture as a symbolic object that stands for complex systems within a flattened and simplified contested space that reads as a
map.
Further categorisation based on an architectural reading of videogames might include contested spaces that push and pull at the gameplay, organisationally directed spaces that orientate activity and objectified spaces that symbolise and reduce spatial endeavour. The manner in which these video games portray architecture is entwined with the way in which they use space. Architecture then forms a useful tool in analysing the spatial qualities of videogames.
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December 28th, 2008 | by pdf manuals |