Analysis of An Open World Game Environment (EN)
Introduction
Over the last years, the videogame
industry has faced a surge of "Open World" games, meaning games
where, instead of the traditional "levels" organized gradually, there
is a single, extensive game environment - a world - where the player can move
freely , explore and proceed in the narrative.
The current potential of computers and
game consoles allow an incredibly realistic rendering of 3D environments, even
if very large. Every detail, from door handles to the facial expressions of the
characters, can be modeled with precision, effectively increasing the
involvement sensation of the player. The technical developments have been so
radical that Elon Musk recently said that "it is possible that humanity is
already living in a video game." LINK
Elon Musk at
E3 in 2019. Is Life a Videogame?
Can a virtual space be analyzed and
measured as if it were a real space? To understand this question I chose to
examine an award-winning game, celebrated as one of the biggest achievement in
open worlds environments: Horizon Zero Dawn by Guerrilla Games, published in
2017. I borrowed three parameters typical of the architectural field, which are
size, aesthetics and usability,
and then I tried to apply them to the virtual space of the game, analyzing them
one by one.
Horizon Zero Dawn, Guerrilla Games
2017
Size
How big is this world? To relate the
virtual dimensions to real dimensions, I followed the principle of the
"perceived" measures, related to the speed of movement of the player.
In the game the player has the opportunity to run and to move on horseback;
comparing the two (estimating a running speed of 8 km/ h) I calculated the
running horse speed at around 12.3 km / h. (it is an unrealistic speed - a
horse reaches up to 70 km / h - but I assume it was a trick used by the
developers to not compromise the playability - see below.). To travel the whole
world from one end to the other on horseback, it took me 10 minutes and 30
seconds. I was therefore able to calculate the size of the map in about 2.1 *
1.6 km.
These are its dimensions in relation to a
real city. I chose Venice for ease
of reading, since the perimeter of the city is clearly defined by the sea. You
can see that the Open World map (which contains several villages, lakes and an
entire mountain range!) is only around 1/3 of the city, something like 3,3
square kilometers.
Similarly to the speed of the horse, it
is evident that even spaces - be they natural or built - present evident
distortions of scale. These are dictated by logic of playability and I suppose
they were the crucial point of the development of the game environment: it is
in fact a delicate balance between the wish of give to the player a certain
feeling of grandeur - like being on top of a mountain, or reaching an isolated
village in the middle of the desert - and the need to compress spaces into a
manageable size; a similar stratagem can be observed in many amusement parks,
such as Disneyworld.
Aesthetics
The world described in the game is post-apocalyptic
scenario, mainly wild, where several natural areas (mountains, plains, deserts,
swamps) are dotted with villages and with a single city - Meridian - located in
the center. Ruins of the previous civilization (ours), are scattered here and
there, and skeletons of skyscrapers and ruined streets can be explored.
Proceeding in the game, we discover that the geographical area taken as a model
is in the United States, between Colorado and Utah, and this is also revealed
by some interesting architectural details. The most relevant is the
reconstruction of the United States Air
Force Academy Cadet Chapel, a famous 1962 project by SOM (Skidmore, Owings and Merrill), which we find in the form of a
ruin.
US Air Force
Academy Cadet Chapel, SOM, year 3039
Each of the four ethnic groups present in
the game has a different appearance and culture, and this is also reflected in
the architecture of their buildings, which is incredibly detailed and well
thought out. There are the Nora,
savages and hunters who live in simple wooden buildings; the Oseram, a tribe that believes in
rediscovering ancient buried technologies, whose citadels appear as dense
agglomerations of masonry buildings organized around a furnace.
The Carja, on the other hand, are the
most developed ethnic group in the game and have a complex architecture, mainly
in masonry and abundant with decorations, somehow resembling a mix of medieval
and Middle Eastern elements.
Carja architecture, how to define it?
Usability
Let's now see how the player interfaces
with the game environment. The most logical development of the Open World
concept would be not only having a single game environment, but combining it
with a non-linear gameplay. That is, not only can I move freely, but I can also
do what I want and in the order I like. Making an architectural comparison,
there is an interesting project by the Japanese architecture firm Seijima + Nishizawa that offers a
non-linearly organized home, where the spaces are arranged in an unorganized
way, without corridors and hallways: each room is a separate event. (unrealized
project).
Seijima +
Nishizawa, House in China, 2003
Unfortunately this
does not happen. Because this type of games (called RPG or Action RPG) are
always accompanied by a narrative which therefore needs a beginning, a
development and an end. The "world" therefore becomes only the stage
for the development of a linear story. On this aspect the concept of Open World
has not yet been explored in a particularly revolutionary way: Richard Moss
makes a nice analysis here.
Final Note
This is the link to the interesting video where the level
design manager Eric Boltjes explains
the game creation process, which took more than 5 years, and the problems
encountered. Karakter Design Studio,
responsible for the artistic development of the concept artwork, should also be
mentioned. Leaving aside aspects of gameplay, and focusing on design, the
judgment can only be positive, both in terms of aesthetics and usability. Above
all, it impressed me that how different creative inputs have been designed with
a level of realism rarely found in a video game: one example among many, the
city of Meridian - the capital of the game - stands out as a fortress inside of
a gorge, reminiscent of the Grand Canyon. Due to its position and shape, it
immediately reminded me of the Alhambra
in Granada, a suspect which was
later confirmed when I discovered that in Meridian, just like in the Andalusian
citadel, water arrives through an aqueduct, designed in the back of the town.
It is a detail that reflects an comprehensive thought, hard to be found in
game.
Quest'opera è distribuita con Licenza Creative Commons Attribuzione - Non commerciale - Non opere derivate 4.0 Internazionale.
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