[HN Gopher] Building virtual worlds: video games and autobiograp...
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       Building virtual worlds: video games and autobiographical
       architecture
        
       Author : tazeko
       Score  : 34 points
       Date   : 2021-05-17 11:10 UTC (3 days ago)
        
 (HTM) web link (www.architectural-review.com)
 (TXT) w3m dump (www.architectural-review.com)
        
       | cblconfederate wrote:
       | Yawn, i suppose they never heard of second life
        
         | xgulfie wrote:
         | No mention of VRChat either, this author clearly lives in the
         | art world and is looking in rather than actually being
         | knowledgeable
        
           | Animats wrote:
           | Or the whole metaverse thing.
           | 
           | Or the issues of how do you organize worlds where everyone
           | can build so they're not a total mess. An important issue in
           | architecture.
        
       | noumenized wrote:
       | I'm surprised this article didn't mention Worlds(.)com or even
       | Second Life.
       | 
       | For those unaware, Worlds(.)com is an old virtual chat platform
       | from 1995 that still exists today. I imagine it was a lot like
       | VRChat back in the day in terms of its aesthetic and user
       | experience, without the VR and with lower graphical fidelity. Its
       | regulars today are, to put it lightly, very weird and sometimes
       | unsettling people, but that's a topic for another time.
       | 
       | Worlds stands out in that many of its worlds are user-generated
       | and still exist decades after they stopped being used. Exploring
       | Worlds feels like you're exploring virtual ruins, where users
       | made the kinds of worlds they would spend time on after work with
       | fellow users.
       | 
       | You have virtual bars and clubs, virtual gardens, virtual BDSM
       | dungeons, and even some secret areas. For example, there is a
       | room only accessible by going behind a waterfall in another area,
       | and it is a dark chamber with 2 floating roses in the middle,
       | where Nights in White Satin plays. You get the sense someone made
       | this for their partner. There is a "Hall of Fame" area with
       | photos of the old users who spent time there, which prompted me
       | to wonder how many of them were still alive.
       | 
       | The reason I was reminded of Worlds, outside of the obvious
       | connection to the subject matter, is because of the article's
       | idea of virtual space as a mechanism to experiment with identity.
       | Worlds to me feels like a living, breathing, almost
       | archaeological example of autobiographical virtual architecture.
        
       | Impassionata wrote:
       | Pathologizing hobbies, even as a joke, doesn't really make for a
       | great start.
        
         | an_opabinia wrote:
         | There are two problems: (1) hardly any History of Art and
         | Architecture people play competitive multiplayer games, which
         | are far and away the gaming zeitgeist, (2) you can't be taken
         | seriously in a History of Art and Architecture program taking a
         | positivist or normatively-positive approach to video games.
         | 
         | There are a million interesting things you can say about
         | architecture in video games! There are more people that can
         | close their eyes and visualize the exact locations of the
         | plants in Counter-Strike's Office map than there are people who
         | can visualize any other building anywhere in the history of the
         | world, other than their own homes. And it would be really
         | interesting to just talk about the design of levels as spaces
         | for _killing_ in a _fair way_ , as opposed to say, architecting
         | a museum or a school.
        
           | whatshisface wrote:
           | > _taking a positivist [...] approach to video games._
           | 
           | As a member of the Positivist school of video game
           | philosophy, I think that the only valid statements about
           | videogames are those that can be reduced to empirical fact.
        
           | whateveracct wrote:
           | i'm not so sure competitive multiplayer games are "the gaming
           | zeitgeist."
           | 
           | They're popular, sure. But honestly they don't appeal to many
           | or most gamers.
        
             | teej wrote:
             | Fortnite as of 6 months ago had 25 million daily active
             | players.
        
               | whateveracct wrote:
               | Fortnite isn't really comparable to the list of top Steam
               | games in my replies though.
               | 
               | Like Brawl Stars is also super popular, but it isn't
               | exactly a "competitive multiplayer game" like dota. Most
               | people play it casually without a huge care of W/L.
        
             | vkou wrote:
             | https://store.steampowered.com/stats/
             | 
             | Sorted by active users:                   860,000 - CS:GO
             | 480,000 - DOTA 2         173,000 - Source SDK Base 2013
             | Multiplayer (Mostly a multiplayer GTA mod)         146,000
             | - Apex: Legends         130,000 - PubG         112,000 -
             | Rust         93,500 - Destiny 2         88,400 - GTA V
             | 76,000 - Rocket League         67,000 - R6:S         62,000
             | - Football Manager
             | 
             | I think it's pretty clear that competitive multiplayer
             | games are the gaming zeitgeist (On the PC). Rust, Destiny
             | 2, GTA V + mod, and Football Manager are the only titles in
             | this list that are really played in a non-competitive
             | manner.
             | 
             | Now, its true that in terms of copies sold, competitive
             | multiplayer games are not quite as dominant.
        
               | whateveracct wrote:
               | Yeah I'd say it's been the PC gaming zeitgeist for a long
               | time now. That's fair.
        
       | dfxm12 wrote:
       | _You can tell that Clive Riordan, the villain in Edward Dmytryk's
       | Obsession (1949), is a thwarted and disturbed person because he
       | owns an elaborate model railway._
       | 
       | ...
       | 
       |  _[In Animal Crossing] They could also pay a visit to 'Joe's
       | Train Town', a basement room featuring an array of model railway
       | sets. This touch was presumably meant to evoke Biden's old-
       | fashioned decency and pioneer spirit, while expressing a vaguely
       | greenish, vaguely leftish regard for mass-transit infrastructure;
       | I took it as confirmation that anyone who aspires to be Commander
       | in Chief must have a Riordanesque streak._
       | 
       | What? Biden famously commuted on Amtrak to work for _decades_.
       | That 's what this was meant to evoke. That the author is so out
       | of touch as to assert this nonsense above does not really instill
       | in me any confidence in their ability to analyze pop culture and
       | its relationship to the real world.
       | 
       | Is the rest of the article this off base?
        
         | prox wrote:
         | This is indeed a big oversight and if the article had been
         | proofread it might have held some merits, but reading and them
         | skimming this is more an awkward collection of observations,
         | loosely jointed by some similarities.
        
         | isaiahg wrote:
         | "A person who thinks all the time has nothing to think about
         | except thoughts. So, he loses touch with reality and lives in a
         | world of illusions."
        
       | dharmab wrote:
       | For a more informed analysis of architecture in games, Jacob
       | Geller has done several video essays on the topic:
       | 
       | The Shape of Infinity https://www.youtube.com/watch?v=Zm5Ogh_c0Ig
       | 
       | Games, Schools, and Worlds designed for Violence
       | https://www.youtube.com/watch?v=usSfgHGEGxQ
       | 
       | Control, Anatomy, and the Legacy of the Haunted House
       | https://www.youtube.com/watch?v=mexs39y0Imw
       | 
       | Gaming's Harshest Architecture
       | https://www.youtube.com/watch?v=Zkv6rVcKKg8
       | 
       | The Architecture of Fumito Ueda
       | https://www.youtube.com/watch?v=NLphTtVZfvw
        
         | noumenized wrote:
         | Came here specifically wanting to post these links! Seconding
         | this recommendation; I've never come across a single content
         | creator that manages to tie together so many disparate concepts
         | into a cohesive whole the way Geller does. You can almost
         | forget that architecture is one of his main themes because his
         | analysis covers such a wide breadth of topics but manages to
         | make them all relevant to his central theses.
        
       | tines wrote:
       | Sometimes a cigar is just a cigar.
       | 
       | I may be running afoul of Poe's law here, but I'm going to take
       | this essay at face value. The premise of the essay, from what I
       | can tell, is that games like Animal Crossing: New Horizons are
       | played by men and women who are fantasizing about being a little
       | dictator over their own island which they control completely,
       | because deep down they feel powerless and they can take their
       | feelings of impotence out on the inhabitants of a virtual world.
       | Or at least that these ideas are inextricably linked to such
       | games.
       | 
       | To me, this is like saying that people who make paintings of
       | landscapes that don't exist are repressed miniature autocrats,
       | because, unsatisfied with the world as it is, they have the
       | neocolonialist compulsion to bend the world around them to their
       | wills, and they express this in art. It's also akin to saying
       | that people play first-person shooters like Counter Strike
       | because they fantasize about joining the army and conquering
       | foreign lands to take them as their own. I'm sure Minecraft is
       | probably political to people like this as well, because
       | apparently "there is no such thing as an apolitical video game".
       | 
       | Stripped to their essentials, games like Animal Crossing are
       | fundamentally about building. Humans like to build. There's
       | nothing wrong with building things per se. I wonder at the
       | unwillingness of some people to contemplate creativity without
       | seeing politics, neocolonialism and oppression everywhere,
       | _especially_ in virtual spaces where these real-world
       | externalities specifically do not exist. You can shape an island
       | without murdering and evicting indigenous peoples! You can build
       | machines without having to think about whether you're destroying
       | the planet, because you're not! Shouldn't these be what we strive
       | to enjoy, instead of demonizing as neocolonialist and regressive?
       | To say that "because others have destroyed to build means that
       | portraying building _without_ also portraying destroying is bad"
       | is patronizing and infantilizing, and belies a view of our fellow
       | humans as being incapable of handling even slight nuance and
       | complexity.
       | 
       | To be clear, I can see the value in comparing and contrasting
       | something like Animal Crossing to real life, where, for example,
       | they really did commit genocide to build the "New World". But
       | saying that a work of art is infected by all the evil that anyone
       | has ever done, or that independent concepts, like the history of
       | colonialism and building a house on an island, cannot be
       | separated is a road that leads to madness in my opinion.
       | 
       | To be sure, there probably really are, as the article describes,
       | Riordanesque people who play these games, but saying that these
       | messages are baked in to the media themselves is Quixotic. There
       | are no enemies here to fight.
       | 
       | The author pretending like they can peer into the mind of the
       | Platonic ideal Animal Crossing gamer to reveal their
       | neocolonialist tendencies is, to be kind, an unsupportable line
       | of thinking. As a person who has played these games myself, what
       | else can I say but "No"?
        
         | Animats wrote:
         | _Animal Crossing are fundamentally about building._
         | 
         | Animal Crossing is fundamentally about getting out of debt.
        
         | an_opabinia wrote:
         | > As a person who has played these games myself, what else can
         | I say but "No"?
         | 
         | The core of this is that the author may have clocked 100 hours
         | into Animal Crossing. Or maybe 0 hours.
        
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       (page generated 2021-05-20 23:02 UTC)