Originality (and the Lack Thereof) in Evil Lair Videogame Design
May 29th, 2009 by agenda21
It’s wonderful when your disparate pasttimes come together and create something individual, unpredictable, and all kinds of interesting. Case in point: On the Architecture of the Enemy in Videogame Worlds, a wonderful post from Jim Rossignol a big gaming blogger guest posting on a big architecture blog. Rossignol writes first about how gothic construction is the first point of call for a home of a nemesis, but now “the connection with the inhumanity that makes the enemy so thrilling has started to fade via over-familiarity”.
So he moves on, taking us on a whistle stop tour through some of the greatest achievements in modern videogaming (Psychonauts, Bioshock, Shadow of the Collosus) and delving into the evolution in the design of their structures, from having worlds exists inside characters heads, to the nemesis itself being a living breathing maze of corridors and waypaths.
I might normally take this chance to apologise for the use of such a huge post image, not often seen on the LG Blog, but the Half-Life 2 Citadel is just so incredible that it needs to be given the largest possible space I can offer it!
Anyone got any other examples of their colliding interests I should check out?
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