Why you may ask? This design speaks a lot about the history of the city, as Anor Londo used to be shared between giants and humans, and consequently, the architecture reflects that.
What’s really interesting to note is the designers’ ability to really get into the headspace of an architect, as the city features two different sets of stairs: one in the center with huge steps, and the other as two standard-sized steps on each side.
In Dark Souls (2011), a city named Anor Londo is a pivotal moment in the game as it’s the player’s first time encountering a landscape characterized by its pleasant and put-together architectural elements. Save this picture! Screenshot of Anor Lando, Dark Souls (2011). In this way, we are invited to read architecture – some may even say that we’re literally reading the room. This is an example of how architects and designers use space to communicate these prompts to us as players, and how we are continually patterned and conditioned to expect specific outcomes as a result of a specific design we encounter. Seasoned gamers alike know what it feels like to enter a suspiciously large room, contrasting directly from where they have just traversed from, and that gut feeling and intuition will just kick in for them to expect something to definitely go down. This pattern of small spaces feeding into bigger spaces exists in plenty of video games and is a general premise within the design of virtual worlds, but is most noticeable in boss arenas. Long corridors use compression to encourage people to keep moving forward, and once they reach an exhibit room for example, where the space expands, we naturally start to meander and take in the nuances of the open space unfolding around us through every step. Image via ControlĪrchitects use a concept called compression and expansion to manage movement within the design of spaces. Save this picture! Screenshot of Control (2019). Video games foster the mind-set that allows creativity to grow. They create an experience for the user, ensuring that regardless of what it is that you’re doing, you are interacting with a system specifically built and curated for you, the end-user. The secrets that lie behind the concepts of architectural design within these virtual worlds almost function as a language that architects and designers use to influence the way we move and feel when journeying through these spaces as a player. Virtual worlds aim to temporarily transport consumers to another reality, a well-constructed environment that can transmit subtle things, such as emotions, feelings, and sensations.
The facade video game Pc#
With recent advancements in technology, greater than ever are we witnessing the latest PC and console generations harboring the ability to produce life-like settings for players to roam around, get lost, and explore all the nuances the seemingly authentic reality holds.Īrchitectural design possesses the power to keep us immersed within a virtual world, even when we aren’t aware that it’s all around us, tangible, and encapsulating us in even the most fleeting moments.
Video games and virtual worlds are jam-packed with imaginative environments to explore, time periods to peruse, and invented architectural styles to thumb through within every reality we choose to engross ourselves into. Sustainability and Performance in Architecture