|
Features

Three
Inspirations for
Creative Level Designing
Italo
Calvino's Invisible Cities
"Of
all tasks, describing the contents of a book is the most difficult
and in the case of a marvelous invention like Invisible Cities,
perfectly irrelevant."
-Gore Vidal
While
the previous works are categorized within the field of experimental/visionary
architecture (all with pretty pictures and such) this particular
work is in the form of a short fiction novel whose themes, content
and observations manifest unique and magnificent places through
the detailed interactions and perspectives of inhabitants and visitors.
Where
Woods and Pamphlet Architecture present the structure, form,
and function of space (and even possible narratives that motivate
it), Calvino sculpts a kinetic living environment through his magical
and realistic spatial expressions and observations. It is through
the perspectives of these environments that he illustrates his ideas,
and demonstrates elements of parable and fable.
The
book is set in Kubla Kahn's Imperial gardens where the young Marco
Polo and the elder Kahn sit and converse. Polo is describing his
travels throughout the cities of the Kahn's vast kingdom. Within
these fantastic descriptions comes the realization that Polo speaks
not of many individual cities, but of the many cities that exist
within one. Here, in a brief narration, Calvino is able to render
meaning from the simple architectural structure of a stone bridge:
Marco Polo describes a bridge, stone by stone.
"But which is the stone that supports the bridge?"
Kublai Kahn asks.
"The bridge is not supported by one stone or another, "
Marco answers, " but by the line of the arch that they
form."
Kublai Kahn remains silent, reflecting. The he adds:
"Why do you speak to me of the stones? It is only the arch
that matters to me."
Polo answers: "Without stones there is no arch."
I
have found that the themes in Invisible Cities can be applied
to thematic elements in level designing: one should enforce (or
even create) the narrative of a game or a moment within a game using
the structures of the environment. The previous passage is reminiscent
of the practice of using structures as metaphors in the narrative.
In this case, Polo is talking about the individual people that make
up Kahn's empire, whereas Kahn is only concerned by the one man
who "supports the bridge" or the "arch" (i.e.
government). Polo expresses that without the individuals, there
is no empire.
A
bridge can also represent the voyage and choice of transformation.
So, in a game, what could the action of crossing a bridge mean (beyond
being just a way to get over the lava pit to obtain the red key
to open the red door)? When would it be appropriate for the character
development to cross such a bridge? Whom would the character meet
on that bridge and what would that person represent? Even if the
player is not consciously aware of such metaphors, this type of
construct is meaningful and effective in creating an overarching
gestalt to the experience.
On
a related note, one theme of the book is the expression of places
and experiences in terms of symbolism, and in turn, the language
that is spoken by those symbols, which is exhibited in this excerpt:
"Newly
arrived and totally ignorant of the Levantine languages, Marco
Polo could express himself only with gestures, leaps, cries of
wonder and horror, animal barkings or hootings, or with objects
he took from his knapsacks- ostrich plumes, pea-shooters, quartzes
the
ingenious foreigner improvised pantomimes that the sovereign had
to interpret: one city was depicted by the leap of a fish escaping
the cormorant's beak to fall into a net; another city by a naked
man running though fire unscorched; a third by a skull, its teeth
green with mold, clenching a round, white pearl
everything
Marco displayed had the power of emblems, which, once seen, cannot
be forgotten or confused."
The
next time you have to design a space from scratch, you could assemble
and mix a cacophony of objects and actions to create such symbols
(though running naked through a fire at work might be tough to explain
as job related) from which you can construct new places that these
symbols might represent. For instance, "a skull, its teeth
green with mold, clenching a round, white pearl." Perhaps such
a place conjured by this image is a city deep within a dark swamp,
where the buildings are constructed entirely of bone and the inhabiting
skeletons dive to gather pearls from oysters that cling to the roots
of the bone trees. The images can also simply represent a city whose
inhabitants' greed and materialism lead to untimely deaths, and
so on and so forth.
In
this example, Italo Calvino describes his own formula for crafting
such magnificent environments:
"From
now on, I'll describe the cities to you," the Kahn had said,
"in your journeys you will see if they exist."
But the cities visited by Marco Polo were always different from
those thought of by the emperor.
"And yet I have constructed in my mind a model city from
which all possible cities can be deduced, " Kublai said.
"It contains everything corresponding to the norm. Since
the cities that exist diverge in varying degrees from the norm,
I need only foresee the exceptions to the norm and calculate the
most probable combinations."
I have also thought of a model city from which I deduce all
the others," Marco answered. " It is a city made only
of exceptions, exclusions, incongruities, contradictions. If such
a city is the most improbable, by reducing the number of abnormal
elements, we increase the probability that the city really exists.
So I have only to subtract exceptions from my model, and in whatever
direction I proceed, I will arrive at one of the cities which,
always as an exception, exist. But I cannot force my operation
beyond a certain limit: I would achieve cities too probable to
be real."
The
description of this next city is a great example of how Calvino
simply reverses environmental roles, and shows what a great effect
that can have on the narrative:
"The
city of Sophronia is made up of two half-cities. In one there
is the great roller coaster with its steep humps, the carousel
with its chain spokes, the Ferris wheel of spinning cages, the
death-ride with crouching motorcyclists, the big top with the
clamp of trapezes hanging in the middle. The other half-city is
of stone, marble, and cement, with the bank, the factories, the
palaces, the slaughterhouse, the school, and all the rest. One
of the half-cities is permanent, the other is temporary, and when
the period of its sojourn is over, they uproot it, dismantle it,
and take it off, transplanting it to the vacant lots of another
half-city.
And
so every year the day comes when the workmen remove the marble
pediments, lower the stone walls, the cement pylons, take down
the Ministry, the monument, the docks, the petroleum refinery,
the hospital, load them on trailers to follow from stand to stand
their annual itinerary. Here remains the half-Sophronia of the
shooting galleries and the carousels, the shout suspended from
the cart of the headlong roller coaster, and it begins to count
the months, the days it must wait before the caravan returns and
a complete life can begin again."
The
following passage is another great example where environmental roles
are toyed with creating a completely new idea of a city:
"What
makes Argia different from other cities is that it has earth instead
of air. The streets are completely filled with dirt, and clay
packs the rooms to the ceiling. On every stair, another stairway
is set in negative; over the roofs of the houses hang layers of
rocky terrain like skies with clouds. We do not know if the inhabitants
can move about the city, widening the worm tunnels and the crevices
where roots twist: the dampness destroys peoples bodies and they
have scant strength; everyone is better off remaining still, prone;
anyway, it is dark. From up here, nothing of Argia can be seen;
some say, "It's down there," and we can only believe
them. The place is deserted. At night, putting your ear to the
ground, you can sometimes hear a door slam."
Conclusion
While
we as Level Designers can learn a lot from classical and contemporary
ideas in structural architecture, I feel we should include, the
visionaries that work outside of the restrictive hierarchies of
reality. These experimental architects are able to spend their energies
solely on the expression of their creations, as is our own modus
operandi: to design and construct that which entertains or informs.
However, as fantastic as these works may be, their constructs and
perspectives still do not cross over into the abstract. These creations
operate within a familiar system of logic, as is often a requirement
in our own efforts as designers.
There
is an essence to the unique processes by which these designs have
come to be (individually and collectively) that I feel can be studied,
explored and creatively applied in the art of level design: the
careful incorporation of narratives within the environment, the
process of rethinking the functionality of commonplace constructs,
and the idea of space as a form of expression itself. We are quite
fortunate to be designing and constructing in the same unbound system
as these masters, and, unlike the architects and builders in the
real world, we have the privilege of being able to immediately apply
many of these ideas and techniques to our trade, so that perhaps
others might be able to physically take part in such ideas, even
if it is only as digital experiences in multi-dimensional illusions.
Discuss
this article in Gamasutra's discussion
forum. ______________________________________________________
|