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considerations of an italian videogamer travelling in virtual worlds

Sunday, October 21, 2007

Brand new styles for the architectures of videogames and virtual worlds





Yesterday, at the Festival for the Intercultural Economy in Biella, I had the occasion to explain once again my vision the architecture in virtual worlds. In my opinion, we need to define an aestethic, with brand new styles: as I said in a chapter of Virtual Geographic (edited by Ivan Fulco, Costa & Nolan 2006), we cannot use terms as Romanic, Baroque or Postmodern to talk about the architectures of videogames and virtual worlds. For this reason, here are some new definitions:

lEsoteric Steampunk (Myst, Riven, Uru, Schizm). Referent in real world: gothic.
lClassic Steampunk: Project Nomads. Referent in real world: neoclassical.
lLudic Surrealism: American McGee’s Alice. Referent in real world: German Expressionist Architecture
lPost-atomic Functionalism: Duke Nukem, Half-Life, Doom, Quake. Referent in real world: Alsop, Gehry, Hadid, MVRDV, Nox, Greg Lynn
lNeodrammatical-Psychoarchitecture: Silent Hill, Resident Evil, Haunting Ground, Forbidden Siren. Referent in real world: victorian style, “edwardhopperian” style
lTechnoromanticism: Bioshock
Digital Macrobaroque: Quake 3, Schizm
Pseudo-Liberty: Death by Degrees, Still Life.
Referent in real world: art nouveau

Then we could also think about some particular styles for the MMOGs, like:

lFantasy (Lineage, World of Warcraft, Guild Wars, EverQuest). Referent in real world: theme parks, medieval cities
lPost déco: City of Heroes, City of Villains. Referent in real world: Las Vegas
lLudic-virtual Surrealism: Second Life, The Sims Online, Sociolotron
lFuture Glam: Entropia Universe, Anarchy Online. Referent in real world: Novosibibirsk, Buddha Bar style.

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