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	<title>Comments on: Games = extreme architecture</title>
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		<title>By: Architecture and videogames for the ears &#171; rotational</title>
		<link>http://www.rotational.co.uk/2009/07/games-extreme-architecture/comment-page-1/#comment-1239</link>
		<dc:creator>Architecture and videogames for the ears &#171; rotational</dc:creator>
		<pubDate>Tue, 21 Jul 2009 22:44:29 +0000</pubDate>
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		<description>[...] those interested, we made an MP3 of the panel discussion I chaired last week at Develop about the relationship between videogames and architecture available [...]</description>
		<content:encoded><![CDATA[<p>[...] those interested, we made an MP3 of the panel discussion I chaired last week at Develop about the relationship between videogames and architecture available [...]</p>
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		<title>By: Alistair</title>
		<link>http://www.rotational.co.uk/2009/07/games-extreme-architecture/comment-page-1/#comment-1003</link>
		<dc:creator>Alistair</dc:creator>
		<pubDate>Wed, 15 Jul 2009 23:29:19 +0000</pubDate>
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		<description>I think &quot;Games as extreme architecture&quot; is apt.

In many ways, architecture in games should be the purest form. Developers can concentrate entirely on the notion of their space creating the exact mood required and how it can challenge the gamer within the context of the game itself, without having to worry about the trivialities that blight Architects (i.e. the impact of surrounding buildings, the weather, gravity, ageing etc).

Yet, frequently this purity is strayed from by placing some benign artefact in the space that is there for no other purpose than because it &quot;looks cool&quot;. Perhaps because they arent confident enough that the gamer will fully appreciate the design of the space, so need a visual stimulant to fully impress.

I wish I could think of a good precedent for this, but right now I cant....</description>
		<content:encoded><![CDATA[<p>I think &#8220;Games as extreme architecture&#8221; is apt.</p>
<p>In many ways, architecture in games should be the purest form. Developers can concentrate entirely on the notion of their space creating the exact mood required and how it can challenge the gamer within the context of the game itself, without having to worry about the trivialities that blight Architects (i.e. the impact of surrounding buildings, the weather, gravity, ageing etc).</p>
<p>Yet, frequently this purity is strayed from by placing some benign artefact in the space that is there for no other purpose than because it &#8220;looks cool&#8221;. Perhaps because they arent confident enough that the gamer will fully appreciate the design of the space, so need a visual stimulant to fully impress.</p>
<p>I wish I could think of a good precedent for this, but right now I cant&#8230;.</p>
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		<title>By: Alex</title>
		<link>http://www.rotational.co.uk/2009/07/games-extreme-architecture/comment-page-1/#comment-675</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Tue, 14 Jul 2009 07:45:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.rotational.co.uk/?p=84#comment-675</guid>
		<description>I&#039;ll take m&#039;dictaphone.</description>
		<content:encoded><![CDATA[<p>I&#8217;ll take m&#8217;dictaphone.</p>
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		<title>By: Matt</title>
		<link>http://www.rotational.co.uk/2009/07/games-extreme-architecture/comment-page-1/#comment-671</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Tue, 14 Jul 2009 07:22:31 +0000</pubDate>
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		<description>Crap - that sounds really good. Will the sessions be recorded somehow?</description>
		<content:encoded><![CDATA[<p>Crap &#8211; that sounds really good. Will the sessions be recorded somehow?</p>
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