Wireframe 2019

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How cities are subject to change, and how we can
give our video game cities the same sense of history

CityCraft: Urban shifts


and civic history


The Evolution of Kamurocho
Experiencing the change of cities over the span of a series of games is a rare pleasure, and one
that both the original Mass Effect trilogy and the Yakuza saga offered. The latter in particular
focused on recognisably contemporary, important details that allowed a sense of place to
permeate the series’ narrative, and shape its open world. The plot of Yakuza 0 revolved around a
small, seemingly insignificant empty lot in Kamurocho, which, by the time of Yakuza 1, had been
replaced by the imposing Millennium Tower.


The remnants of ancient, medieval,
Renaissance, and modern Rome are all visible
next to each other today, as the city keeps on
changing, both emphatically and subtly. Urban
history and dynamism are interlocked, and in a
constant dialogue with each other. It’s this very
dialogue that makes cities so fascinating, and
something that can be simulated to create more
enthralling cities in our games.

SHORT-TERM CHANGES
There’s no reason why a game city can’t have
a sense of history, even if players only get to
explore them for a few hours or even minutes.
The evidence of changes small and large, old and
recent, can all imply a city’s historical progress.
Besides, not all change has to be seismic; even
on a daily basis, countless small things in the
average city change, and simply picking a few apt
ones will help tell your location’s story.
A neighbour may move, a mall could change
ownership, or a factory might shut down. Power
outages will darken whole districts, maintenance
work will hinder traffic, and the police might
choose to block off several roads. Depending on
your game’s genre (and budget), such changes
can be shown, talked about by NPCs, or relayed
via updated descriptions. More dramatically,
whole blocks could be demolished or a new
landmark constructed, thus fundamentally
changing the cityscape.
Built environment aside, the dynamism of a
city can also be supported by the movement of
crowds and vehicles within it; by the operation
of its networks, and by day and night cycles that
not only change how an environment looks but

AUTHOR
KONSTANTINOS DIMOPOULOS
Konstantinos Dimopoulos is a game urbanist and designer, combining a PhD
in urban planning with video games. He is the author of the forthcoming Virtual
Cities atlas, designs game cities, and consults on their creation. game-cities.com

hroughout history, cities have been
the focal points of human activity.
The proximity of people to each
other, the sheer density of ideas,
and the unending, shifting needs
of cities mean they never stand still. They have
to keep on evolving, rebuilding, and reshaping
themselves as they continuously expand. Only a
major catastrophe ever stops this process, and
even then, cities often manage to cling to life.
The cataclysmic, world-changing fall of Rome
was thus temporary; the old imperial capital
quickly evolved into the powerful Papal city, and
eventually the capital of the modern Italian state.

T


 Take a break from
all the shooting in
Kane & Lynch 2, and
you’ll notice that
the city of Shanghai
is rapidly changing
around you.

30 / wfmag.cc

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