Archinect - News 2013-06-20T06:51:53-04:00 http://archinect.com/news/article/72818230/prison-architect-and-the-moral-dilemmas-of-a-prison-simulator Prison Architect and the moral dilemmas of a prison simulator Archinect 2013-05-09T11:38:00-04:00 >2013-05-13T19:07:18-04:00 <img src="http://cdn.archinect.net/images/514x/bb/bbd5551c9cb34299cbd71cf8a7dd2a86.jpg" width="514" height="386" border="0" title="" alt="" /><em><p>&ldquo;Part of the research I did for that game is I went around to Alcatraz in San Francisco because I wanted to have a level where you break into a prison,&rdquo; Chris Delay, one of Introversion&rsquo;s co-founders said in an interview. &ldquo;I started working on how to simulate a prison and how it was going to work. It was then that it occurred to me that building a prison was quite good fun, and that it shouldn&rsquo;t be, but it is.&rdquo;</p></em><br /><br /><!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd"> <html><head><meta></head></html> http://archinect.com/news/article/70162301/three-guiding-principles-for-a-fine-fake-metropolis Three guiding principles for a fine fake metropolis Nam Henderson 2013-03-27T11:56:00-04:00 >2013-03-27T12:41:11-04:00 <img src="http://cdn.archinect.net/images/514x/lu/luxtqcnpri2h1b9c.jpg" width="514" height="394" border="0" title="" alt="" /><em><p>The wizards at Electronic Arts seem to understand cities as market-driven algorithms. Input people, rules, and resources, and the results are stability, growth, and wealth...SimCity&rsquo;s engineers have repeated the same mistake made by countless potentates, forgetting that cities are forged both by master builders and the people who hack their grand plans.</p></em><br /><br /><p> When Electronic Arts released the newest version of SimCity Justin Davidson decided to take the plunge and explore what the game could teach about urban planning and running a city. The effort helped him to identify three guiding principles for creating a&nbsp;successful&nbsp;SimCity ; 1) Money Equals Happiness, 2) Zoning Is Destiny, 3)&nbsp;Transit, Schmansit.</p> http://archinect.com/news/article/27912054/history-in-the-making-how-constantinople-was-built-for-assassin-s-creed History in the making: How Constantinople was built for Assassin's Creed Alexander Walter 2011-11-18T13:59:35-05:00 >2011-11-18T14:19:46-05:00 <img src="http://cdn.archinect.net/images/514x/11/11b56ab2316416eb92ff70c4b148386f.jpg" width="514" height="342" border="0" title="" alt="" /><em><p>Games gurus and architects have much in common: both design the movement of people through space. Assassin's Creed: Revelations, set in 16th-century Constantinople, writes that similarity large. To furnish the video-game's levels with verisimilitude, art director Raphael Lacoste and mission design director Falko Poiker turned draftsmen. They made a research trip to the city (today's Istanbul) to collect images that could be turned into computer graphics.</p></em><br /><br /><!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd"> <html><head><meta></head></html>