Wireframe_-_Issue_23_2019

(Tuis.) #1
Advice

Toolbox


Though few things last forever, landmarks
carry a sense of permanence, even as history
changes societies and upsets political realities.
Old, usually minor, landmarks are sometimes
destroyed, though many societies seem to
like claiming some sort of continuity and thus
prefer building new ones while preserving the
older ones. The (iffel Tower was a symbol of
a new industrial era that no longer needed
the old Parisian palaces, just as London’s
cathedrals gave way – without being destroyed



  • to vast, iconic train stations and eventually,
    corporate skyscrapers.


DESIGNING GAME LANDMARKS
So, how do we make an objectively recognisable,
memorable landmark for a game city? +ow can
we add gravitas to a virtual edifice? Well, first
of all, we must make sure our landmarks fit
our world. The weird and unsettling Abattoir
of Pathologic, the ruined
tower in Destiny’s Last City,
and the Combine Citadel of
Half-Life 2’s City 17 are all
fine examples. The latter
in particular, an out-of-
proportion behemoth that is both otherworldly
and strikingly new, is more than just the
expression of alien dominance on Earth – it’s an
instant gameplay goal. See it, and you instantly
want to reach it. Even after the details of City 17
have faded, the tower lingers in the memory.
Gameplay is therefore a key consideration
when designing a landmark. Historical context
should be another one, as it greatly influences
architectural styles, the building’s possible
functions, and even placement. A central Gothic
cathedral – a place of worship but also social
interactions – would be perfect for a burgeoning
medieval city, whereas  floors of corporate
oɝce space will show economic dynamism in a
contemporary setting.


Common characteristics of landmark buildings
include their si]e and scale, significance, and
purpose, as well as their defining architecture,
which often influences the wider styles of
an urban region. A clear, unique form is also
important, as is positioning: it’s no accident
that Florence’s Duomo is visible from both
near and far away. What’s more, buildings are
easier to identify when contrasted against their
background (the Acropolis
against the sky, say, or
the Sydney Opera House
against the sea), and have
been placed in prominent
locations such as a great
civic axis, a hill, a major junction, or surrounded
by open, low-density areas.
Occasionally organising an entire game city
around a landmark can thus work wonderfully.
The Cathedral at the core of Anor Londo in
Dark Souls dominates everything around it, and
sits at the prominent end of the city’s raised
promenade (a major axis). It’s the heart of the
city, the plot, and gameplay, and definitely looks
the part. Oh, and do note that emphasising
landmarks in games is much easier than in
real life. We can give them the backstories and
names that will truly make them shine play epic
music when first they come into view light them
to stand out from their environs and even make
the weather part of their very own backdrop.

On Monuments
Landmarks don’t have to
be part of the flows of the
contemporary city. They can
be, and usually actually are,
remnants of a past that exists
separately from the city’s daily
activities. These monuments
often describe how a
society views itself; they’re
expressions of cultural
heritage, and a constant as
life around them evolves.
They’re often considered
worthy of preservation even
under extreme conditions
such as war.

wfmag.cc \ 31

 Sometimes a single landmark
is enough to imply an urban
environment. Here’s the Super
Computer Complex from
Space Quest IV.

“Gameplay is a key
HonXiIJWation wMJn
designing a landmark”

 Pathologic 2Ӗ ÇotԝƃȢȢ
town landmarks
have to make
immediate sense.

 The Brandenburg Gate is often regarded as
the symbol of Berlin. Photo by Runner1928.
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