Christopher Parsley Blogs

  • anchor

    Circulation Story Telling

    By Christopher Parsley
    Feb 24, '21 12:17 PM EST

    Story telling, whether that be in a movie, book, or video game, the order is key. These stories create vivid images of the architecture and its circulation; however, what becomes difficult is when the one experiencing the story has free movement in a video game. The task at hand then becomes a forced circulation within the design of the virtual building. 

    Every design decision is intentional and meant to keep the player on track with the story so no information is lost. With the Halo series all bases within the story mode are made using wreckage and locked doors in order to force the circulation of the player. In a way looking at the city planning of the map, by limiting accessible spaces players are more likely to run across each other and engage with the game.

    Majority of the maps follow a symmetrical scheme for Halo,like Blood Gulch or LongBow, in order to create more of a fair playing ground on the slayer mode. The designers here work on changing facades in order to distinct the two bases apart from one another. Almost like how businesses within a shopping center use a cookie cutter building template in order for it to be coherent within the area and create a nicer flow. 

    Most video games try to follow this format; but the ones that dont like TitanFall look into creating an actual working virtual city to make the game more realistic. With TitanFall circulation is a little more difficult to control since the player is able to run on walls and use a grappling hook. So then the architecture to focus on is the one unseen. Creating invisible barriers and kill zones in order to deter players from those areas and attempt to control circulation.

    The one thing that TitanFall and Halo both use to their advantage is the wreckage of ships or buildings. When a ship crashes in TitanFall the wreckage is always angled in a way so the player can use it to move on, or to direct the eye onto the next part in the story. 

    Video games main exploration is the circulation, because how you work your way through a building or space influences your experience of it. The same exploration being used in spaces like the Broad museum in Los Angeles and it’s circulation. There are so many more ways to interpret architecture than just the simple material and program of the building, and opening one’s eyes to circulation and amount of light can  help to tell the building's story.

    • No Comments

    • Block this user

      Are you sure you want to block this user and hide all related comments throughout the site?

    • Back to Entry List...
  • ×Search in:

About this Blog

Looking at how forms are used to either create a direct circulation to tell a story, or how it can be used to create a tie to its site and what is already pre-existing there.

Authored by:

  • Christopher Parsley

Recent Entries