Showing posts with label Topophilia. Show all posts
Showing posts with label Topophilia. Show all posts

Monday, 3 October 2011

In the introductory lecture to the seminar series time[space] this video encapulates an idea of time and space by inferring a real time narrative whilst traversing the city.  It also suggests dual time zones with a split screen and the rhythms of the city are also present.
Phaseone - Sugar


PHASEONE - SUGAR from Vadim Gershman on Vimeo.
Directors: Vadim Gershman & Ryan Powell
Writers: Vadim Gershman & Lea Sorrentino
Editor: Ryan Powell
Music: Phaseone
Track: Sugar
Produced by Vadim Gershman, Ryan Powell & Andrew Jernigan
http://phaseonenofun.tumblr.com/
http://vadimgershman.info
http://dmndtv.com

Friday, 14 May 2010

Michel Gondry: Star Guitar (The Chemical Brothers) 2003

This video - horrible quality - but lovely, recursive, seamless journey through urban, topographical space. Reminds me of another video, wait...

Embed Code is disabled, so here's the Youtube link:

http://www.youtube.com/watch?v=CBgf2ZxIDZk&feature=related

Monday, 23 November 2009

Topophilia


After Wednesdays lecture I was thinking a lot about Topophilia and how it related to me and in a sense what I do in games design.
I think sports is the perfect way to underline what Topophilia really is. Personally the feeling when walking into a football stadium is powerful, it can be a place of emotion, both good and bad. This can also be seen in the players, the home advantage is well recognised due to the feeling of being at somewhere you can control and somewhere where your supporters can really make themselves heard. This can also work in the opposite way, arriving at a stadium that brings back bad memories, it could be because of previous defeats holding a bad omen or something worse such as the events that happened at Hillsborough in 1989, people who were there or who lost someone close to them there will always remember that location for a negative reason.



I found relating this to games design to be quite difficult, sometimes it’s harder to get emotionally attached to an environment in a game then it is say the woods by your house. However the more I thought about it the more I remembered good feelings arriving at certain locations in game, as you then know you have made it, this is especially apparent in survival horror games. Many of these games feature very little “safe” zones, so when you arrive at one finally away from the marauding zombies or demons can bring a feeling of relief, the Left 4 Dead series is a great example of this. Some games play on the emotion of panic and terror to push the player along, knowing that you will eventually reach a safe spot after all the ups and down is the incentive to keep going.