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Table of contents - petlab.parsons.edupetlab.parsons.edu/svn/PETLab/docs/readings/Space... · Claus Pias Johan Peitz, Staffan Björk Stephen Boyd Davis, Rachel Jacobs, Magnus Moar,

Mar 21, 2018

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Page 1: Table of contents - petlab.parsons.edupetlab.parsons.edu/svn/PETLab/docs/readings/Space... · Claus Pias Johan Peitz, Staffan Björk Stephen Boyd Davis, Rachel Jacobs, Magnus Moar,
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Table of contents

Table of contents: Essays, Statements, Interviews

Table of contents: Game Reviews

Table of contents: Project Descriptions

Introduction

THE ARCHITECTURE OF COMPUTER AND VIDEO GAMESA SHORT SPACE-TIME HISTORY OF INTERACTIVE ENTERTAINMENT

MAKE BELIEVE URBANISM THE LUDIC CONSTRUCTION OF THE DIGITAL METROPOLIS

UBIQUITOUS GAMES ENCHANTING PLACES, BUILDINGS, CITIES AND LANDSCAPES

SERIOUS FUN UTILIZING GAME ELEMENTS FOR ARCHITECTURAL DESIGN AND URBAN PLANNING

FAITES VOS JEUX GAMES BETWEEN UTOPIA AND DYSTOPIA

Author biographies

Image copyrights

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Friedrich von Borries, Steffen P. Walz, Matthias Böttger

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Level 5

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PLACES TO PLAYWhat Game Settings Can Tell Us about Games

A SHORT HISTORY OF DIGITAL GAMESPACE

ALLEGORIES OF SPACEThe Question of Spatiality in Computer Games

NARRATIVE SPACES

GAME PHYSICSThe Look & Feel Challenges of Spectacular Worlds

LABYRINTH AND MAZEVideo Game Navigation Challenges

STEERING THROUGH THE MICROWORLDA Short History and Terminology of Video Game Controllers

VARIATION OVER TIMEThe Transformation of Space in Single-screen Action Games

LISTEN TO THE BULK OF THE ICEBERGOn the Impact of Sound in Digital Games

WALLHACKS AND AIMBOTSHow Cheating Changes the Perception of Gamespace

FORM FOLLOWS FUNWorking as a Space Gameplay Architect

LOAD AND SUPPORTArchitectural Realism in Video Games

USE YOUR ILLUSIONImmersion in Parallel Worlds

MAKING PLACES

ACTIVITY FLOW ARCHITECTUREEnvironment Design in Active Worlds and EverQuest

WHAT IS A SYNTHETIC WORLD?

COMPETING IN METAGAME GAMESPACEeSports as the First Professionalized Computer Metagames

PLAYING WITH FRIENDS AND FAMILIESCurrent Scene of Reality-based Games in Beijing

NARRATIVE ENVIRONMENTSFrom Disneyland to World of Warcraft

PLAYING WITH URBAN LIFEHow SimCity Influences Planning Culture

NEW PUBLIC SPHEREThe Return of the Salon and the End of Mass Media

Andreas Lange

Dariusz Jacob Boron

Espen Aarseth

Henry Jenkins

Ronald Vuillemin

Clara Fernández-Vara

Winnie Forster

Jesper Juul

Axel Stockburger

Julian Kücklich

Olivier Azémar

Ulrich Götz

Florian Schmidt

Richard A. Bartle

Mikael Jakobsson

Edward Castronova, James J. Cummings, Will Emigh, Michael Fatten, Nathan Mishler, Travis Ross, Will Ryan

Michael Wagner

Zhao Chen Ding

Celia Pearce

Daniel G. Lobo

Peter Ludlow

Level 3

Level 4

SPACE TIME PLAY

Essays, Statements, Interviews

NEW BABYLON RELOADEDLearning from the Ludic City

PLAY AS CREATIVE MISUSEBarcode Battler and the Charm of the Real

UBIQUITOUS GAMINGA Vision for the Future of Enchanted Spaces

CREATING ALTERNATE REALITIESA Quick Primer

PERVASIVE GAMESBridging the Gaps between the Virtual and the Physical

THE POETICS OF AUGMENTED SPACEThe Art of Our Time

URBAN ROLE-PLAYThe Next Generation of Role-Playing in Urban Space

CHANGING URBAN PERSPECTIVESIlluminating Cracks and Drawing Illusionary Lines

PERVASIVE GAMESPACESGameplay Out in the Open

PERSUASION AND GAMESPACE

LIFE IS NOT COMPLETELY A GAMEUrban Space and Virtual Environments

PLAY STATIONS

TACTICS FOR A PLAYFUL CITY

WHY GAMES FOR ARCHITECTURE?

GAME OF LIFEOn Architecture, Complexity and the Concept of Nature as a Game

DESIGN PATTERNS ARE DEADLong Live Design Patterns

THE UNINHIBITED FREEDOM OF PLAYFULNESS

VIVA PIÑATAArchitecture of the Everyday

798 MUTIPLAYER DESIGN GAMEA New Tool for Parametric Design

RULE-BASED URBAN PLANNINGThe Wijnhaven Project, KCAP (Rotterdam)

TIT FOR TAT AND URBAN RULES

LIGHTLY AUGMENTING REALITYLearning through Authentic Augmented Reality Games

SCENARIO GAMESVital Techniques for Interactive City Planning

Lukas Feireiss

Claus Pias

Jane McGonigal

Christy Dena

Steve Benford, Carsten Magerkurth, Peter Ljungstrand

Lev Manovich

Markus Montola

Staffan Björk

Bo Kampmann Walther

Ian Bogost

Howard Rheingold

Neil Leach

Iain Borden

Ludger Hovestadt

Georg Vrachliotis

Jussi Holopainen, Staffan Björk

Marc Maurer, Nicole Maurer

Tor Lindstrand

Kas Oosterhuis, Tomasz Jaskiewicz

Kees Christiaanse

Alexander Lehnerer

Eric Klopfer

Raoul Bunschoten

Table of contents

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Level 5

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THE NEW MENTAL LANDSCAPEWhy Games are Important for Architecture

“CAN I TELEPORT AROUND?”

TOWARDS A GAME THEORY OF ARCHITECTURE

ACTION IN THE HANDS OF THE USER

WAR/GAMES AFTER 9/11

WAR PLAYPracticing Urban Annihilation

ENDER’S GAMETowards a Synthetic View of the World

FORBIDDEN GAMES

OUTDOOR AUGMENTED REALITYTechnology and the Military

AFTER NET ART, WE MAKE MONEYArtists and Locative Media

“EASTERN EUROPE, 2008”Maps and Geopolitics in Video Games

THE GAME OF INTERACTION

ATOPIA (ON VICE CITY)

PLAYING WITH ART

CHINESE GOLD FARMERSImmigrant Workers in the Game Land

ADVERTISEMENT IN VIDEO GAMES“Sell My Tears,” Says the Game Publisher

RE-PUBLIC PLAYSCAPEA Concrete Urban Utopia

GAMESPACE

Antonino Saggio

Jesse Schell

Bart Lootsma

William J. Mitchell

James Der Derian

Stephen Graham

James H. Korris

Eyal Danon, Galit Eilat

Wayne Piekarski, Bruce H. Thomas

Marc Tuters

Stephan Günzel

Gerhard M. Buurman

McKenzie Wark

Hans-Peter Schwarz

Ge Jin

Christian Gaca

Alberto Iacovoni

Mark Wigley

Essays, Statements, InterviewsTable of contents

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8 SPACE TIME PLAY

Level 2

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Game Reviews

QUAKE

TRON

NEUROMANCER

SNOW CRASH

THE SIMS

THERE

ENTROPIA UNIVERSE

SECOND LIFE

LINEAGE

KINGDOM HEARTS

WORLD OF WARCRAFT

SID MEIER’S CIVILIZATION

ANIMAL CROSSING

DARK CHRONICLE

THE GETAWAY

GRAND THEFT AUTO: SAN ANDREAS

GRIM FANDANGO

PSYCHONAUTS

SIMCITY

MAJESTIC

I LOVE BEES

PERPLEX CITY

eXistenZ

PASSPORT TO …

WARGAMES

KUMA\WAR

AMERICA’S ARMY

S.T.A.L.K.E.R.: SHADOW OF CHERNOBYL

SHADOW OF THE COLOSSUS

THE TRUMAN SHOW

MONOPOLY

Patrick Curry

Rolf F. Nohr

Espen Aarseth

Neil Alphonso

Mary Flanagan

Florian Schmidt

Florian Schmidt

Florian Schmidt

Sungah Kim

Troy Whitlock

Diane Carr

Jochen Hamma

Heather Kelley

Dean Chan

Gregory More

Gregory More

Julian Kücklich

Drew Davidson

David Thomas

Kurt Squire

Sean Stewart

Steve Peters

Adriana de Souza e Silva

Ragna Körby, Tobias Kurtz

Rolf F. Nohr

Stefan Werning

Stefan Werning

Ernest W. Adams

David Thomas

Rolf F. Nohr

Marie Huber, Achim Nelke

DANCE DANCE REVOLUTION

Wii SPORTS

TENNIS FOR TWO/PONG

ASTEROIDS

BATTLEZONE

DEFENDER

WOLFENSTEIN 3D

COUNTER-STRIKE

MYST

SUPER MARIO BROS.

TETRIS

ICO

ZORK

LEMMINGS

WORMS

MAX PAYNE

PAC-MAN

DIABLO

SILENT HILL 2

SPLINTER CELL

SAM & MAX HIT THE ROAD

KIRBY: CANVAS CURSE

KATAMARI DAMACY

EYETOY PLAY

ELITE

PRINCE OF PERSIA

SUPER MARIO 64

REZ

DESCENT

SUPER MONKEY BALL

TONY HAWK’S AMERICAN WASTELAND

LEGACY OF KAIN: SOUL REAVER

RESCUE ON FRACTALUS

Gillian Andrews

Heather Kelley

Cindy Poremba

Jesper Juul

Andreas Schiffler

Jesper Juul

Alex de Jong

Alex de Jong

Drew Davidson

Martin Nerurkar

Katie Salen

Drew Davidson

Nick Montfort

Martin Nerurkar

Clara Fernández-Vara

Paolo Ruffino

Chaim Gingold

Stephen Jacobs

Frank Degler

Thé Chinh Ngo

Julian Kücklich

Thiéry Adam

Julian Kücklich

Heather Kelley

Ed Byrne

Drew Davidson

Troy Whitlock

Julian Kücklich

James Everett

Troels Degn Johansson

Dörte Küttler

Phil Fish

Noah Falstein

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Level 1

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SAUERBRATEN

TINMITH

IMPLANT

GAMEGAME

SPACEFIGHTER

KAISERSROT

REXPLORER

PLASTICITY

THE HARBOUR GAME

BIG URBAN GAME

SUBCITY

SUPERCITY

BLINKENLIGHTS

OPS ROOM

CHANGING THE GUARD

THE SCALABLE CITY

THE MINISTRY OF RESHELVING

Project Descriptions

BREAKOUT FOR TWO

CHARBITAT

GEOCACHING

MOGI

BOTFIGHTERS

THE BEAST

THE ART OF THE HEIST

PIRATES!

CAN YOU SEE ME NOW

M.A.D. COUNTDOWN

PACMANHATTAN

TYCOON

PROSOPOPEIA 1

RELIVING THE REVOLUTION

EPIDEMIC MENACE

URBAN FREE FLOW

ARQUAKE

CONQWEST

WHAVSM?

DEMOR

INSECTOPIA

’ERE BE DRAGONS

FAUST – ACOUSTIC ADVENTURE

CATCHBOB!

GEOGAMES

.WALK

MANHATTAN STORY MASHUP

FIRST PERSON SHOOTER

ARCHITECTURE_ENGINE_1.0 NOZZLE ENGINE

GAMESCAPE

Florian “Floyd” Müller

Michael Nitsche

Jack W. Peters

Benjamin Joffe

Mirjam Struppek, Katharine S. Willis

Dave Szulborski

Dave Szulborski

Staffan Björk, Peter Ljungstrand

Steve Benford

Steffen P. Walz

Frank Lantz

Gregor Broll

Staffan Jonsson

Karen Schrier

Irma Lindt

Lukas Feireiss

Bruce H. Thomas, Wayne Piekarski

Frank Lantz

Martin Budzinski, Henrik Isermann

Claus Pias

Johan Peitz, Staffan Björk

Stephen Boyd Davis, Rachel Jacobs, Magnus Moar, Matt Watkins

KP Ludwig John

Nicolas Nova, Fabien Girardin

Christoph Schlieder, Sebastian Matyas, Peter Kiefer

a watchful passer-by

Jürgen Scheible, Ville Tuulos

Aram Bartholl

Jochen Hoog

Wolfgang Fiel, Margarete Jahrmann

Beat Suter, René Bauer

Table of contents

Andreas Dieckmann, Peter Russell

Wayne Piekarski, Bruce H. Thomas

Wayne Ashley

Aki Järvinen

Winy Maas

Alexander Lehnerer

Rafael Ballagas, Steffen P. Walz

Mathias Fuchs

Tobias Løssing, Rune Nielsen, Andreas Lykke-Olesen, Thomas Fabian Delman

Frank Lantz

Elizabeth Sikiaridi, Frans Vogelaar

Troels Degn Johansson

Rahel Willhardt

Sabine Himmelsbach

Stephan Trüby, Stephan Henrich, Iassen Markov

Sheldon Brown

Jane McGonigal

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WHY SHOULD AN ARCHITECT CARE ABOUT COMPUTER GAMES?

10 SPACE TIME PLAY

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Introduction

Computer games are part and parcel of our present; both their audiovisual language and the interaction processes associated with them have worked their way into our everyday lives. Yet without space, there is no place at which, in which or even based on which a game can take place. Similarly, the specific space of a game is bred from the act of playing, from the gameplay itself. The digital spaces so often frequented by gamers have changed and are changing our notion of space and time, just as film and television did in the 20th century.

But games go even further: with the spread of the Internet, online role-playing games emerged that often have less to do with winning and losing and more to do with the cultivation of social communi-ties and human networks that are actually extended into “real” life. Equipped with wireless technologies and GPS capacities, computer games have abandoned their original location – the stationary computer – and made their way into physical space as mobile and pervasive applications. So-called “Alternate Reality Games” cross-medially blend together the Internet, public phone booths and physical places and conventions in order to create an alternative, ludic reality. The spaces of computer games range from two-dimensional representations of three-dimensional spaces to complex constructions of social com-munities to new conceptions of, applications for and interactions between existent physical spaces.

In his 1941 book Space, Time and Architecture: The Growth of a New Tradition, Siegfried Giedion puts modern architecture and its typologies in their social and chronological context. Today, we again face the development of new typologies of space – spaces that are emerging from the superimposi-tion of the physical and the virtual. The spaces of the digital games that constitute themselves through the convergence of “space,” “time” and “play” are only the beginning.

What are the parameters of these new spaces? To what practices and functional specifications do they give rise? What design strategies will come into operation because of them?

In Space Time Play, authors with wholly different professional backgrounds try to provide answers to these questions. Practitioners and theorists of architecture and urban planning as well as of game design and game studies have contributed to the collection. The over 180 articles come in various forms; in essays, short statements, interviews, descriptions of innovative projects and critical reviews of commercial games, the synergies between computer games, architecture and urbanism are reflected upon from diverse perspectives.

AND WHAT CAN A GAME DESIGNER TAKE FROM ARCHITECTURE?

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SPACE TIME PLAY 13

Space Time Play contains five levels that – played on their own or in sequence – train a variety of skills and address a range of issues:

The first level, THE ARCHITECTURE OF COMPUTER AND VIDEO GAMES, traces a short, spatiotemporal history of the architecture of digital games. Here, architects are interested in the question of what spatial qualities and characteristics arise from computer games and what implications these could have for con-temporary architecture. For game designers and researchers, on the other hand, it’s about determining what game elements constitute space and which spatial attributes give rise to specific types of interac-tion. Moreover, it’s not just about the gamespaces in the computer, but about the places where the games are actually played; playing on a living-room TV is different from playing in front of a PC, which, in turn, is different from playing in a bar.

Many computer games draw spatial inspiration from physical architecture. Like in a film, certain places and configurations are favored and retroactively shape our perceptions. Computer game players also experience physical space differently and thus use it differently. Newer input possibilities like gesture and substantial physical movement are making this hybridization of virtual and real space available for the mass market, thereby posing new questions to game designers and bringing the dis-ciplines of built and imagined spaces closer together. Computer game design is thus not just about the “Rules of Play” anymore, but also about the “Rules of Place.”

In the second level, MAKE BELIEVE URBANISM, the focus of the texts is shifted to the social cohesion of game-generated spaces – that is, to the ludic constructions of digital metropolises – and the question of how such “community spaces” are produced and presented. At the same time, the central topic of this level is the tension between the representation of the city in games and the city as metaphor for the virtual spatialization of social relations. How can sociability across space-time be established, and how will identity be “played out” there? The communities emerging in games, after all, constitute not only parallel cultures and economies, but also previews of the public spaces of the future.

The third level, UBIQUITOUS GAMES, on the other hand, demonstrates how real space – be it a building, city or landscape – changes and expands when it is metamorphosed into a “game board” or “place to play” by means of new technologies and creative game concepts. Here, a new dimension of the

Introduction

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13

notion and use of the city becomes conceivable, one which has the potential to permanently change the composition of future cities. What happens when the spaces and social interactions of computer games are superimposed over physical space? What new forms and control systems of city, architecture and landscape become possible?

The migration of computer games onto the street – that is, the integration of physical spaces into game systems – creates new localities; games intervene in existent spaces. Game designers are thereby made aware of their social responsibility. Ubiquitous games fulfill not only the utopian dreams of the Situationists, but also the early 1990s computer-science vision of a “magicization” of the world. As in simulacra, the borders of the “magic circle” coined by Johan Huizinga blur, and the result is ludic unification.

In the fourth level, SERIOUS FUN, the extent to which games and game elements also have se-rious uses – namely, as tools for design and planning processes – is examined through examples from architecture and city planning. The articles in this level demonstrate how the ludic conquest of real and imagined gamespace becomes an instrument for the design of space-time. For the playing of cities can affect the lived environment and its occupants just as the building of houses can. In this sense, playing is a serious medium that will increasingly form part of the urban planner’s repertory and will open up new prospects for participation. Play cannot replace seriousness, but it can help it along.

The concluding fifth level, FAITES VOS JEUX, critically reflects upon the cultural relevance of games today and in the future. Which gamespaces are desirable and which are not? Which ones should we expect? Life as computer-supported game? War as game? The possibilities range from lived dreams to advertisements in gamespaces to the destruction of cities in games and in today’s reality of war and terrorism.

What is the “next level” of architecture and game design? Both these creative worlds could benefit from a mutual exchange: by emulating the complex conceptions of space and design possibilities of the former and by using the expertise, interaction, immersion and spatial fun of the latter.

Game designers and architects can forge the future of ludic space-time as a new form of interactive space, and they can do so in both virtual gamespaces and physical, architectural spaces; this is the “next level” of Space Time Play.

12

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