![]() In this we find the story of a world in panic, but also of the people's lives before everything went wrong. Other games use possessions as an important part of how we interact with the world. In Overboard, for example, we need to use medication, ear rings and clothing to tell a story that the other characters in the world believe (one where we didn't murder our husband).įinally, games use possessions sentimentally to connect us to the past of characters. In Hindsight we are asked to decide which objects to keep and which to let go of. In Before I Forget, possessions offer a gateway to our own fraying memories. However games use these possessions to tell stories, it's always worth slowing down, noticing the objects we are rushing past and reading the literal and metaphorical notes about the world in which we are playing. ![]() We spend our lives in buildings every day. Our homes, offices, shopping malls, cathedrals, stations, bridges and even public toilets have all been designed. ![]() Video games mirror and magnify this built environment in different ways. Some, like Assassin's Creed, Grand Theft Auto and Forza Horizon recreate virtual versions of familiar places. Others, like The Witcher, Legend of Zelda Twilight Princess and Eastshade, create their own cities and buildings. Then there are games like The Legend of Zelda Breath of the Wild, Biomutant, Enslaved or The Last Of Us that drop you in a once-great but now ruined architecture.Īlong with these pre-built spaces, there are also games that invite you to affect and rebuilt the architecture of a world. Games like Townscaper allow you to easily create series of buildings and consider how one structure relates to those around it - like a street-scene generator. ![]() Then there are games like Animal Crossing, that offer a social context in which to apply your architectural and landscaping skills. Then there are games that build spaces that would be impossible in real life. ![]()
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