Monday, April 4, 2011

Abstract Outline

Introduction
Older architectural styles such as classical and gothic have gone out of style for a variety of reasons such as impracticality of spaces and details to intricate and time consuming for the modern world. These reasons are good and sound, but they have no bearing in a digital world. As such these styles may be repurposed for a digital environment where quality of space means more than quantity.
Not only can these older styles be expressed in their original state, they may be adapted to fit a theme of a specific digital world. One could take the intricate detailing and soaring ceilings of Gothic architecture and blend it with technology and metal to produce a new aesthetic. This can be applied not only to single architectural styles, but multiple ones at the same time.
As the architecture is digital, and its main purpose is entertainment, multiple styles can be mixed to create unique styles. The double columns of baroque mixed with gothic arches, caryatids adorning an otherwise plain renaissance building, the possibilities are endless.
For the purposes of this report major iconic elements of gothic and classical styles shall be analysed by criteria of implementation, effect on game play. The iconic elements to be discussed are gothic arches, vaults, flying buttresses, columns, rose windows, statuary.
Flying Buttress
Flying buttresses were designed to hold up the walls and soaring ceilings of gothic cathedrals without looking bulky. These soaring structures can be implemented in the game world in several ways. They can be built with level geometry and adorned with models to simulate the level of detail seen in the real thing. This is only practical if there are few buttresses as the entity count can get rather high, and it is time consuming to change all of them if a change needs to be made. A better solution would be to render the entire thing as a model, allowing as much detail as the designer deems necessary. Thus, if you change the source file, all the instances of the model will update. Depending on the where they are implemented in the game world, player accessible or not, they can be primarily aesthetic in nature or may play a part in the gameplay, i.e. cover, climbing.
Gothic Arch
Gothic arches allow larger spans of openings in walls. They can be nested two smaller inside one larger for an ornate effect. As with flying buttresses they can be implemented as either models or level geometry. In this case, most likely level geometry. Arches would have a minimal impact on gameplay, being just a different shaped opening.
Vault
A Vault is just an arch extended to cover an area, forming a ceiling instead of a lintel. A vault will most probably be implemented as level geometry unless heavy ornamentation is called for. Minimal impact on gameplay as it is just a different shaped ceiling.
Columns
Columns of classical design were highly ornamental, none more than caryatids, which were part column, part statue. These elements would most likely be implemented as models due to high reoccurrence and high level of detail. The effect on gameplay is that they break up space and provide obstacles to movement and projectiles.
Rose Window
A highly ornamental window with mullions arranged as if petals in a flower, rose windows are a key part of the gothic cathedral. Rose windows would most likely be implemented as models due to their highly intricate nature. For gameplay purposes, it really is just a large round window with all the implications therein.
Statuary
Statues have played an important part in defining a space since they were first introduced, long before the classical era, it seems only fair that they be included in the elements to be implemented. As with columns and rose windows, statues would almost certainly be implemented as models due to the intricacy innate to statuary. Gameplay wise, they have the same effect as columns, breaking up the space and providing cover.