Current Headway

an investigation of differences in [the perception of] time between architecture and [first-person / brief] games, and how this impacts social encounters

Thursday, 6 October 2011

Form Follows Fun

I have continuously been highlighting some of the primary differences between architecture in games and in real life on my on-going quest to understand how social engagements are held between spacial situations in architecture in video games and reality.  So far I have noted down five primary areas where the two diverge and where the differences are made clearer. In summary I have these areas:

The first is perceived time, perceived time in real life architecture is something that can never be controlled directly but it can be distorted. I have mentioned several times about how in Amsterdam, time seems to flow faster in a typical street as you pass far more buildings (as they are narrow and tall). How a doctors waiting room can feel like forever to many of us and also how in the design of grocery stores, some designers are aware of this and use various techniques to control the way people perceive time to make them shop for longer. Consequently the diversion of playing a game in a different medium with rules and relationships to time affects the actual perception of time in the real world. Many gamers suffer from this, thinking they’ve only played for two hours when they’ve played for four. This also implies that perceived time in games as well as real architecture is used as a tool, or has the potential to be used as a tool, in order to target the users memory. This is done by designing moments that strike the user. This can become a very positive thing, as it directly affects the way the spaces are perceived. As we are all traveling through space with only two eyes, our impression of a space at the end of the day is built onto our memories. Controlling perceived time allows control over these memories that leave an impression on the user. In games I call these groups of memories, perceived events which in a way work as plot nuclei affecting the cognitive timeline of the game on our understanding of how long the game took. Similarly, we can relate this to landmarks in real architecture; journeys through a city are affected by landmarks which leave an impression distilled in our memories that work in the same way. 



This brings me onto my next point. Another look at time deals with the physical manner in which games are put into events. Physical time or “events” in a game are very specific things where spaces don’t age and are specific to the particular events that are taking place, which relates to the storyline. In games this can be done physically, in Prince of Persia sands of time, time is a tool used to win the game, as in Max Payne and Brink time is controlled by the player in order to tackle the obstacles more easily. 

               “Games are very often concerned with control, and in order to give it to their players, they need to make a very clear distinction between what is allowed and what is not. Space is defined as a place where the player can move or cannot, and the breaching of its rules is usually defined as a “bug” in a game, an error not foreseen by its programmers. Time is another defined entity. The rules that govern it dictate that it can be stopped; its possible to pause games or rewind them by saving and reloading. Max Payne also includes these genre-defining features of third person shooters, i.e the possibility to save and a strict control over the places that can and cannot be visited.” P. 71 space, time, play.

Spaces in games are tailored to be grouped into events (that effect our memories) closed of by loading intervals (or “memory gates”) which take loading time. In architecture time is very physical in a manner. The whole notion of “waste in Transit,” the fact that buildings uses change as we change as societies change. The notion that buildings fall apart and that spaces are never the same at any one moment. Or even the days, in which spaces are occupied, they are never the same in one hour as the next or at the same time as the next, because spaces in real life are affected by exterior contextual anomalies and variables of galactic proportions. This is a big challenge to architects because it also implies that much of the spaces made are speculative of the future. Time is of course one variable out of many uncontrollable elements architects have to take into account. This is no challenge in video games, as time is always in the presentence (even if the storyline brings the player back in time), the story itself must keep going for the game to end, and time is left to be played in the present moment (you can never play a game in the past or future of its coded contexts, that simply is physically impossible) but you can visit a building in the future and experience its change as a dependent on time.  

A video game takes place in two parallel spaces. To play a game you must occupy a real space as well as a virtual space. Jespuur Juul talks about this phenomenon in his novel (which for the time being I forget the name of, but it’s irrelevant for now J ). This has huge implications about the way the user perceives and engages real architecture as well as virtual architecture. The realization that you are in another world effects the way people behave in a game, and for some games such as Ubiquitous games which spill onto real space, this can become quite interesting, or as Mcggregor describes it; “A situationist dream come true!” The notion that dying in the virtual world is meaningless, allows people to behave in much braver more experimental ways in space. This is in fact, one of the reasons games are so fun to play! In real life, people are conscious across a wide array of variables; such as the taboo's and the social codes (no running around drunk, no yelling in the library, etc.). Thus the rules of social behavior are indeed different, and games can at best model those behaviors. This means that the social engagements that take place in games are designed as well. Designed social encounters implies that the NPC’s are scripted with an artificial intelligence, which also puts them in a position as an architectural tool in enhancing the spacial qualities of the “event,” in a game.



This notion of freedom of movement is another primary difference. The physical manner in which people behave in real architecture as oppose to architecture in games is nearly completely different. In games no movement is at all random. It maybe perceived as random, but in fact, it has been meticulously coded. Every jump and strafe, crouch and walk has been programmed by choice. This is because people who play games seek specific sensations and experiences which can be given. This also implies that spaces in games are not as much of a matter of speculation into people’s behavior as it is in real architecture. It is no secret, that an architect’s biggest challenge, the area on which ideas are made and sold is based around accurately predicting, promising and researching the ways people will engage with a building all the while not fully knowing for certain how people will behave in a building. This was the whole basis on which high-modernism was built, making flexible spaces where anything can happen, taking into account speculative future uses or a diverse range of activities. The problem with high-modernism is that in practice it never really suits any of those needs well as it isn't tailored to anything specific. In games, this is much less of a challenge, sought experiences and programmed movements for the players, allow the players to be more engaged and much more of an architectural tool then a nuisnence or a challenge. Also every space is made for the preent moment as we discussed as is thus potentially (if designed well) can acheive a standard of perfect tailorship to the actions and contexts of the game and narrative. Thus the challenge in developing spaces in games moves from dealing with speculating on how people will behave in a space, to fulfilling those experiences to the fullest. Where as in real architecture, it is the very physical spontaneous movements of people architects try to accommodate, “Naturel interaction, based on people’s spontaneous gestures, movements and behaviors is an essential requirement of intelligent spaces”-  Flavia Sparancino sensing places. 

This brings me on to the narrative. This can often be directly seen through any sort of engagement between the user and an object. This is made by the simple fact that in games all the characters are in fact fictional and used as architectural tools to expand on the game, where as in real life we see instances where the architect tries to engage the user directly with the architecture in a physical sense such as inside a museum, where art-piece and user are communicating on a more meta-physical level. Hence, by the simple fact that the narrative is recognized by designers as not strictly person-to-person I will expand this argument as such. In games social engagements are also often made as cinematic. They are often controlled, and are made to seem real by trying to encapsulate events through npc’s and direct the players’ actions through npcs. This engagement is literally core to the game as the way the player engages with the npcs’s is one of the strongest tools at a designers disposal to convince the player and make them feel like part of the games’ narrative, this yields a lot of fun. We are infact social creatures, and it is through social means that we enjoy living, ever since before we were strictly humans, but wondering apes. The need for sociality is embedded deep in our genes. That is not to say however that architects don’t expand on this. We have seen how in Peter Zumthors art museum, the subject of social interaction was the art piece, and it was displayed as such and differentiated from human-to-human social spaces. In architecture in real life, the narrative is often much more subtle, it is evident in historic buildings that have gone through changes in style (of life and art). In games, this kind of depth is cosmetic usually. Writing on the walls with messages, narrations by outside sources, radio signals and carefully planned objects that reveal a bit of the story. These are all controlled very directly. 


All this in summary is just me mentioning the five key areas; perceived time, physical time, dual space habitation, freedom of movement and narrative. I believe that these five key areas play an important role in the way social engagements are held between architecture in real life and in games. I realize I have not gone into depth in this article, but I will! Many of these claims can be backed up by some of my past articles and interviews, however! As long as I am convinced that what I am saying is true, I will continue to act critical of myself and continuously investigate these claims.

Sunday, 2 October 2011

Real Spaces vs Virtual Spaces and Discussion

When id-software released Wolfenstein 3D, they released much more than a game; they gave the opportunity for gamers to be immersed into a virtual world. This was made possible not just by the fact that Wolfenstein was a first person shooter, but by the fact that it was released as shareware, implying that other people could modify the game or make new games using the engine, allowing there creativity to flourish in creating spaces of there own. With the spread of the internet, new games began to arise and players for the first time began to really integrate socially into the world of gaming, inspiring new communities and using shooting as a method of communication and integration of creative thinking and new worlds. Suddenly anybody could develop, and mods began to release quickly. Id-software allowed for first person shooters to become an inspiration and form of integration for players from all around the world. 

This was also seen in counter-strike which till today is recognized as the most popular online first person shooter. The spaces in counter strike are nothing like the real world. 

“To consider counter-strike as architectural artifacts would be like describing a ghost town.” –p43 space time play



Instead counter-strike works in a whole different way. Playing this game is moving through a series of spaces that would normally be disconnected as it provides a diversity of maps where players battle each other. Hence players jump around different maps, (most of which are created by other players) found in different servers and battle each other in various arenas. 

The spaces themselves are highly thought out, every door opening, every vent shaft every corner is carefully considered to give both opposite teams equality in vantage points. The spaces mimic ordinary real-life spaces but are morphed such as to provide fun. Whilst at the same time, the game is highly strategic where players need to constantly communicate with one and another on the map to surprise and tactically take the enemy down. Hence, through first person shooters, games began to jump out of the screen into the real world not just through social online communities but also real-time through microphones and loudspeakers.

“This gets close to the very foundations upon which architecture in our mediated world will have to be based: giving access to environments that are real and virtual at the same time. To do so, architecture will need a theory that combines both architecture’s physical and medial aspects.” p43 space,time,play

Hence the question that this brings forth is regarding spatiality in computer games. In some senses the central element that games try to articulate is spatiality, and we can see this in most every shooter; the main notion that these games are concerned with is spatial illustration and mediation. Hence it is possible to classify games by observing the way they establish spaces. 

“More than time (which in most games can be stopped), more than actions, events and goals (which are tediously similar from game to game) and unquestionably more than characterization (which is usually nonexistent), games celebrate and explore spatial representation as a central motif and raison d’etre.” –p.44 space, time, play (allegories of space). 

But why on earth do we refer to all these architectural environments as spaces? Why do we not label them rooms or places? 

Anita Leirfall, a cyberspace theorist has this to say:
“Cyberspace should be seen as a system of signs. In fact the ‘sign space’ is an example of an operation which reduces or limits the richer and more extensive –or all embracing- notion of three dimensional space. A place is always a limitation of, or in, space. Place can never exist independently of its spatial origin. It must stand in a necessary and inevitable relation to space to be considered a space at all. (…) every attempt to give a definition of space will face the problem of circularity, while the definition must presuppose space as already given in its definition!” (Lierfall 1997, p.2)
Much like Jespuur Juul who recognized how players situate themselves in multiple environments whilst playing, real world and game world. Lierfall believes that cyberspaces and virtual spaces are in fact real “regions of space” which unlike to many of our mindful presets are not riddled with autonomous qualities. 

“This is an important point. “Cyberspace” and other such phenomena (e.g computer games) are constituted of signs and are therefore already too dependent on our bodily experience in and of real space to be ‘hallucinated’ as space. Moreover; the fact that they are not real space but objects and places is the only reason we can perceive them at all. If this were not true – that is, if they were not objects but real space (somehow) computer mediated – then we would not be able to tell them apart from real space unmediated.” Space, time, Play p.45

Defining spaces has never been an easy topic, and for so very long we have been trying to put our fingers on the types of spaces that we know. Henri Lefebvre categorized spaces between real physical space to abstract space and social space and distinguished between representational space (i.e the environment in which the computer screen is situated) and represented space (i.e the space inside the computer screen). Lefebvre strongly believed that all space was socially constructed by the society (ibid. p38). 

Whilst represented space is symbolic and rule based, and riddled with metaphors and logical systems, a reprentational space whilst seeming to be completely free of social rules is still in our minds a conceptionilized space, and at the end of the day a refinement from real physical space (i.e natural space) which is man free. Hence, our conceptualization of space and our manifestation of physical spaces (i.e as can be seen in cities) are in fact riddled with rules and logical systems. These systems are man-made, they are how we choose to configure our spaces and this is easily seen in computer games where these rules are a real sought experience.

The dilemma with computer games is that they are both representations of space and representational spaces in themselves, as they are both “conceptual and assoicitative.” Thus spaces in computer games are something new, a hybrid of metaphors and associations but at the same time an arena of spaces for sought experiences. 

The problem lies when we continuously define spaces in computer games as virtual spaces, because it creates a mental image of a space that is completely detached from our own. When in fact “the difference between the spatial representation and real space is what makes gameplay –by-automatic –rules possible. In real space, there would be no automatic rules, only social rules and physical laws.” And it is those real spaces in which the virtual spaces have been made to be played and enjoyed and as we are developing our architecture and our world, we begin to see that it is not necessarily just true that virtual spaces cannot exist without real spaces, but that some real engineered spaces could not have existed without virtual spaces… (i.e http://www.razkeltsh.com/#!__2011-great-court/slideshow9=0)

And then we have games that really get a hang on how to control the player by controlling their sense of real world time... I just read an article online http://insertcredit.com/2011/09/22/who-killed-videogames-a-ghost-story/, the notion of how games have the ability to play with the players perception of "real time" and use that to create suspense riddled with all the usuals such as challenges and rewards. Hooking the player is control :) Control over the player is control over their perception of the real environment as much as the virtual environment...