Saturday, 16 November 2013

Properties of Living Structures

In this blog I will be going over Alexanders 15 properties of living structures. In Christopher Alexander's more recent work he claims these are properties of natural, as well as deisnged, beauty. These properties of good design are supportive of life and growth. These can be applied to different things but today I will apply it to the game Assassin's Creed. Below I've listed the 15 and under each I will provide briefly what it is and how it is seen in the game Assassin's Creed.

Alexander's 15 Properties of Living Structures

Levels of Scale

Where there are large scale architectural designs. In assassins creed there are many buildings that from the top, the player can view pretty much the entire play space.

Strong Centers

This is when there are strong areas of focus or weight to an environment or entity in the game. When using eagle vision you get a good example of strong centers where there is a strong focus on your goals and other entities in the world.

Boundaries

These are limitations for space, rules, and actions. In assassins creed you are acting out a memory and certain walls, if crossed, will cause a memory desync.

Alternating Repetition

This is when there is a repetition of elements to give sense of order and harmony. In assassins creed much of the architecture in the game looks similar and the missions are also similar. More importantly, the alternating factor would be switching missions, go assassinate this person, go talk to so and so, steal this, buy this, then go assassinate this other person.

Positive Space

This is where the shapes in the scene compliment each other and that the background reinforces rather than detracts. Assassins creed did a good job of this making sure they had complementary architecture and even colors.

Good Shape

Having simple forms that are pleasing. In assassins creed the buildings are really well shaped so that it was pleasing for the player.

Local Symmetries

Have small entities and environments with internal symmetry. In assassins creed the horse carriages and ships are very symmetrical.

Deep Interlock and Ambiguity

This is when the designer loops the interconnected structures to promote unity and grace. Like scaling a building then using eagle eye in assassins creed to spot your target, dropping a smoke bomb and performing an aerial assassination on your target and his guard.

Contrast

Use strong opposites to achieve forcus between the friendlies and opponents. For example, the assassins mostly wear white and the templar mostly wear black.

Gradients

Proportional use of space and patterns to promote harmony in the story for example. This is like how in assassins creed they gradually increase the challenge curve by adding more complex environment puzzles that you need to get your character through to reach the end goal.

Roughness

Texture and imperfection conveys uniqueness and life. Similarly in assassins creed, there are buildings that are old and broken down.

Echoes

This is a pleasing, unifying repetition in the environment and story. So in assassins creed, you had a satisfying repetition of assassinating enemies bosses.

The Void

This is when one creates calm and contrast through empty spaces or pauses in challenge. For example, when the player is free roaming and they climb to the top of a building for a sync.

Simplicity and Inner Calm

This is where there are simple rules and mechanics and you only use the essentials. This is most often seen early in the game as you only have what you need to kill someone in the most bare way, you wouldn't have fellow assassins, bombs, guns, throwing knives, traps, etc. I would see the player only having their assassins blade and a sword.

Not-separateness

This is when all the elements in the game are connected and complementary. For example, the player is scaling a building then using eagle eye in assassins creed to spot your target, dropping a smoke bomb and performing an aerial assassination on your target and his guard.

These 15 properties of living structures really enhance the visual experience of the player. It can really bring out the "beauty" of a game.

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