The underappreciated art of furniture in video games
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The underappreciated art of furniture in video games
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Re: The underappreciated art of furniture in video games
#2Interesting to watch. The music of DX:HR is also lovely.
Re: The underappreciated art of furniture in video games
#3Re: The underappreciated art of furniture in video games
#4Bethesda also added a great (albeit hardly intuitive) base construction feature that allows you to build out dozens of settlements with farms, towns, and even 8-10 story tall skyscrapers which requires raw materials like concrete, steel, aluminum, copper, and adhesives to construct. In order to get these items you have to scrap hundreds of different "junk" objects placed all over the world like coffee cups, random widgets in factories that were in the middle of production when nuclear war hit, typewriters, hot plates, desk fans, cigarettes, children's toys (20th century wooden ones like derby cars and space ships), duct tape, wrenches, and many more every day objects. When you build out your settlements you can even scrap entire collapsed houses, sinks and toilets, cardboard boxes of paper, old rugs and mailboxes, trees, ovens and washing machines and every other obstacle short of bushes and rock outcrops. The result is a world that feels real, not because of any one specific feature but because everything just flows so well together from the furniture to the ineractive junk to the desolate landscape.
As any other multi million dollar projects it has its misteps, but I haven't been this impressed by the stylistic design of a game since Morrowind, another Bethesda game, which also had an absurd number of "junk" items that you could pick up and about half a dozen very distinctive architectural and furniture styles (with their own extensive lore!)
Re: The underappreciated art of furniture in video games
#5Heavy Rain has meaningful interiors with realistic furnishings.[2] They're in scale, they have detail, and they look lived-in.
Most games tend to look under-furnished. Especially ones with big rooms. Worse, in some the furniture is out of scale with the room or character sizes.
[1] http://secondlife.com/destinations/home/furnishings [2] http://www.creativeuncut.com/gallery-22/hr-ethan-house-kids-...
Re: The underappreciated art of furniture in video games
#6Is this an advertisal for obscure games that were mentioned on the bottom? An article written by someone who apparently knows little about the vast amount of video games. There are so many games that could be mentioned, beside Skyrim and Sims 1(!) (and maybe Ico) the other examples are a joke (read little known non-triple A games). Deus Ex, Gothic, Half Life, No One Lives Forever, Witcher, etc.
Re: The underappreciated art of furniture in video games
#7Deus Ex: Human Revolution's interior design is quite striking, although I'm completely uneducated in this area. There's an interesting analysis done by an architecture student here: https://www.youtube.com/playlist?list=PLD7519BFFBCE668B2 Interesting to watch. The music of DX:HR is also lovely.
Re: The underappreciated art of furniture in video games
#8Deus Ex: Human Revolution's interior design is quite striking, although I'm completely uneducated in this area. There's an interesting analysis done by an architecture student here: https://www.youtube.com/playlist?list=PLD7519BFFBCE668B2 Interesting to watch. The music of DX:HR is also lovely.
Having played all parts of the Deus Ex series: DX 1 is stellar, one of the top 10 PC/video games. Speaking about interior design, DX1 is outstanding for its time (Unreal 1 engine). One could use, move and destroy objects in the room. DX2 had a similar good interior design and a even more realisitic physics engine (fire could spread across the room, not seen again until Far Cry 2 many years later). The music of DX1 is…
DX1's reputation is pure nostalgia. Standards have risen since then and now DX1 is below par.
Re: The underappreciated art of furniture in video games
#9Earlier quoted context omitted.
Having played all parts of the Deus Ex series: DX 1 is stellar, one of the top 10 PC/video games. Speaking about interior design, DX1 is outstanding for its time (Unreal 1 engine). One could use, move and destroy objects in the room. DX2 had a similar good interior design and a even more realisitic physics engine (fire could spread across the room, not seen again until Far Cry 2 many years later). The music of DX1 is…
I tried to play DX1 once. I quit in the intro when the lead villains said "[...] and then we'll take over the world, muahahaha". Nothing can make up for that sort of thing. I'd honestly prefer watching grass grow. At least watching grass grow doesn't make me cringe. DX1's reputation is pure nostalgia. Standards have risen since then and now DX1 is below par.
Deus Ex 1 has still one of the best stories in a video game. It's a lot more complex and awesome you might think. And yes, the game has different endings and the player can decide if the visions of the intro becomes true. The while graphics aged though the gameplay is still great.
Re: The underappreciated art of furniture in video games
#10Even if you don't sit in a chair or less functional piece of furniture like a fish tank, it also serves as an obstacle that affects everything you do in that room, by participating in the A* "maze game" of getting the characters from one place to another and possibly making parts of the room inaccessible.
In more typical shoot-em-up games, furniture also provide cover for ducking behind when players are shooting at each other. Fallout 4 is a lot like The Sims with weapons and radiation, in that respect.
By adding a few strategically placed pieces of furniture, you can increase the time it takes for a character to take a shit and shower in the morning, so they miss their carpool, lose their job, and then finally have to stay home all day and actually have time to sit in the chair.
One of the early working names for The Sims was "TDS: The Tactical Domestic Simulator". As the design evolved, it became clear that building the house and arranging the furniture was an important part of the game, but it was difficult to come up with a way to objectively evaluate the "feng shui" of the architecture.
Will Wright realized that the simulated people could actually play that role in an indirect way by how the physical geometry of the architecture and furniture placement affected their use of time, space, and resulting happiness, etc.
If you can't make it to the bathroom in time because somebody's temporarily blocking your way, you crap your pants and dump a blue puddle on the floor, your personal hygiene score goes down, the room score goes down, and somebody has to spend their time cleaning it up.
That made it less of a materialistic game of simply buying as much stuff as you can to make your characters happy, and more of exercising restraint and leaving enough negative space and open floor and adjoining doors, that the characters can get on with their days, get from place to place without bottlenecks, invite more friends over, mingle around, dance and socialize with each other.
In order to use the toilet, the character has to be in the room alone, so it doesn't make sense to put a toilet in the living room in front of the TV for efficiency's sake, unless you live alone. If other people are in the room when they want to use the toilet, they will attempt to "shoo" them out of the room for privacy.
Here is one of my favorite bugs from unintentional emergent behavior, involving the toilet and the maid:
A dude walks into the bathroom, pixelates his crotch, pulls down his pants, sits on the toilet, and proceeds to take a nice leisurely dump.
But as soon as he pinches a deuce into the bowl, the toilet immediately clogs up and starts desperately advertising that it's dirty and needs to be plunged.
Of course that attracts the attention of the maid, who at the time was blissfully uninhibited, and cheerfully wanders into the bathroom, then reaches around behind her to whip out a plunger from "hammerspace".
Then she helpfully thrusts the plunger into the toilet bowl through the still-squatting dude's pixelated crotch, with the long hard plunger handle sticking up at full attention, and starts vigorously jerking the handle up and down to unclog the toilet while the lucky dude was still sitting on the toilet!
I'll leave it to your imagination what it looked like was really going on...