“Ahab’s
whale was also just a whale.”
There
are many interesting and intriguing things spoken about regarding games and
attitudes towards them and architecture in general. The analogy between video games specifically
and the cave made in Gamer Theory is
a very apt one, but beyond video games themselves, this seems to be a stretch
of the analogy. To live or spend (as the
gamer) most of the time in a video game is an attempt to escape the real life
for a world where there is more sense or control or obvious purpose. But this does not make the real world unfair
or objective-less. This seems to help illustrate
that the real world is exactly that, real and not a game. There are no re-spawns, no restarts, no guide
books, and no cheating. In a sense, real
life is perfectly fair and balanced.
This is, if meaning must be applied
to a project required, part of the basis for my city and game. As the author of a novel, I am basing the
city on the city I dreamed up in the book, called Verona (no relation to the
actual city). The novel was original and
mostly simply an attempt to tell a story of good having to stop bad guys, very
basic stuff. But it was also a way for
me to imagine what a world with a different set of rules would be like. A way to get out of what is termed “ordinary
life” and pretend to live an “extraordinary life”. The novel, and by extension the city and
game, or not metaphors or analogies or attempts to make more of them than what
they are – they are simply representations of my fantasy world.
In this fantasy world, magic is
alive and well, and the laws of physics can be played with and manipulated by
those born with the ability to use magic.
So, while the city itself means nothing beyond being a city, I did try
to show what would happen if both magic and science were used to create a city (since
this world of mine has people who cannot use magic, they would naturally learn
to use the rules just like we have in our real world). This city is built on a grand scale. In my rough map of the city, it run nearly
fifty miles long by almost thirty miles wide.
It is supposed to be a visual representation of what is possible if we
could do these crazy and magical things.
A question I had both while writing
and even more so now as I begin to model and create this city is “how would a
common person respond to these awe-inspiring things”? We in the real world are used to a certain
scale to our surroundings. Things make
sense and almost always have some sort of purpose to them that is functional as
well as aesthetic. With this city, I
want to create grand for the sake of being grand. In this world, hubris is something people
aspire to have rather than a warning of danger.
What would happen if the people who had the power not only used the
power, but exploited it and then did their best to top and outdo those who had
come before? The result would be
something of a scale that us here in the real world would be blown away
with. Could we even recognize these
structures as buildings if we were to be dropped into the middle of this
fantasy world? What would be the result of being exposed to such things from
birth?
I believe both of these later
questions have the same answer: there
would be massive exploration. Much like
the concept of flanueurism, people would simply walk around these things and
take them in. When the grandiose becomes
common place, what is next? This is a
city that is not only old, but unconcerned with the problems of most
people. It is unconcerned with usual
goals and objectives and scoffs at the thought of a need for a larger purpose. It exists to prove that it can, not to help or
give order to anything else. It
Do to this I envision game-play as
nothing more than navigation through the city.
Exploring the size and scope of the city is simply a way for the player
to come to enjoy and inhabit something that cannot be seen in our world. It does not have any outside meaning other
than being fantasy. Like all games, it
is simply a way to observe and enjoy something strange and unknown. Because the game in my mind is simply an
extension of the stories I have mapped and planned in my head, I also envision placing
story bits that may not show up in written form for the player to find spread
about the city. This however is not an objective
of play, but simply part of the exploration.
As with the real world, there is no goal except what the player brings
to it. The goal may be to find the end
point, or to collect all of the information bits or it could just be to see all
the buildings and figure out what is what.
In the end, it is all up to the person experiencing the game to bring
meaning to it.
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