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Video Oyunlarında Mimari Söylemin Kullanımı: 20. Yüzyıl Mimarlığı Üzerinden Bir İnceleme

Year 2024, Volume: 3 Issue: 2, 35 - 68, 31.12.2024

Abstract

Mimari söylem, mimarlık disiplininin kendini tanımlaması, geliştirmesi ve tartışması için önemli bir araçtır. Mimarlık pratiği, mimari söylemden beslenir ve onun öğretilerine yanıt vererek şekillenir. Video oyunları ise, mimari söylemin etkisini hissettirdiği alanlardan yalnızca biridir. Bu oyunlar, oyuncular için ilgi çekici ve akılda kalıcı dünyalar yaratmak amacıyla mimari prensipler ve tekniklerden faydalanır. Bu sanal dünyalar, oyuncuların gerçek mekân hissi yaşayabilmeleri ve içinde serbestçe dolaşabilmeleri için tasarlanır. Mimari söylem, bu kurgusal dünyaların yapılandırılması ve algılanmasında önemli bir rol oynar. Bu çalışmanın amacı, video oyunlarının kurgusal dünyalarında mimari söylemlerden esinlenen unsurların varlığını ortaya koymaktır. Çalışma kapsamında incelenecek mimari söylemler, 20. yüzyıl dönemine odaklanılarak seçilmiş ve bu dönemin etkilerini taşıyan oyunlar ele alınmıştır. Mimari söylem ile video oyunları arasındaki ilişkiyi anlamak için her iki alanın tarihsel ve teorik arka planına dair bilgiye sahip olmak önemlidir. Bu nedenle, çalışmada öncelikle ilgili mimari söylemler ve incelenecek oyunlar hakkında bilgiler verilmiş, ardından dönemin söylemleri üzerinden bu oyunlardan örnekler detaylı bir şekilde analiz edilmiştir. Çalışmada yer alan oyunlar, Erken Modern, Modern Rasyonalizm, Brütalizm, Mimari Ütopyalar ve Modern Sonrası Dönem olmak üzere beş farklı alt başlık altında sınıflandırılmıştır. Her bir başlık altındaki oyun yapıları ve mekânları, esinlendikleri mimari söylemlerle ilişkilendirilerek açıklanmıştır. Bu sayede, 20. yüzyıl mimari söylemlerinin video oyunlarının çevre tasarımını nasıl etkilediği, oyunun atmosferini ve inandırıcılığını nasıl güçlendirdiği görseller ve geliştirme süreci bilgileriyle desteklenerek net bir şekilde ortaya konmuştur. Elde edilen bilgiler, video oyunlarında mimari söylemin çevreyi dönüştürme gücüne dair kapsamlı bir okuma sunmaktadır.

References

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  • Nichol, R. (2011). Art Perspective: BIOSHOCK & Art Deco, WhatCulture. <https://whatculture.com/gaming/art-perspective-bioshock-art-deco>
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The Use of Architectural Discourse in Video Games: An Examination Through 20th Century Architecture

Year 2024, Volume: 3 Issue: 2, 35 - 68, 31.12.2024

Abstract

Architectural discourse helps the discipline of architecture to define, develop and discuss itself. Architectural practice takes inspiration from architectural discourse and responds to the teachings of architectural discourse by shaping accordingly. Video games are also just one of the areas where architectural discourse extends in a multifaceted way. Video games use architectural principles and techniques shaped by discourse to design engaging and memorable worlds. These worlds are designed so that players can feel and navigate real-life spaces. Architectural discourse plays an important role in world structure design and how game worlds are perceived. The aim of this study is to reveal that there are elements inspired by various architectural discourses on the fictional worlds of video games. In the study, first of all, the twentieth century was determined as the period in which the architectural discourses to be studied on games would be selected, and the games that benefit from the discourses of the period were examined. In order to establish a relationship between architectural discourse and video games, it is important to have information about the background of both these areas. For this reason, in the study, examples from video games were examined through the discourses of the period by providing information about the related architectural discourses and the games that are the subject of the study before the review sections. In this way, how the fictional worlds of the games benefit from the architectural discourse is clearly explained with the support of in-game visuals and information about the development process. Examples of games have been examined by grouping them into five subheadings according to their influences from Early Modern, Modern Rationalism, Brutalism, Architectural Utopias and the Post-Modern Period. The relationships of the sample game structures and spaces in each group with the discourses they are inspired by are explained by discussing. Thus, an informative reading about how architectural discourse can change the environment in video games, how it can strengthen the atmosphere and credibility of the game has been created through twentieth-century discourses.

References

  • Akyol, E. U. (2022) Video Oyunlarında Postmodern Anlatım Teknikleri, e-makale, <https://tr.linkedin.com/pulse/video-oyunlar%C4%B1nda-postmodern-anlat%C4%B1m-teknikleri-enver-u%C4%9Fur-aykol>
  • Alessi, J. (2008). Games Demystified: Portal, Gamasutra.
  • Anderson, V. (1997). Lauren Johnson, Systems Thinking Basics: From Concepts to Causal Loops, Waltham: Pegasus Communications Inc.
  • Chapman, A. (2016). Digital Games as History: How Videogames Represent the Past and offer Access to Historical Practice. Routledge: New York.
  • Crane, M. (2022). What Does It Mean When a Game Uses Art Deco?, Superjumpmagazine.
  • Craven, J. (2018). An Introduction to Art Deco Architecture, ThoughtCo.
  • Creswell, J. (2021). What We Happy Few Gets Right About Utopias, CBR. <https://www.cbr.com/we-happy-few-indie-game-utopia/>
  • Curtis, W. Jr. (1996). Modern Architecture Since 1900, Phaıdon Publishing.
  • Denizel, D, (2012). Sanatın Yeni Evresi Olarak Video Oyunları, FLSF (Felsefe ve Sosyal Bilimler Dergisi), sayı: 13, 120-121 ISSN 1306-9535
  • Galloway, A. R. (2006). Warcraft and Utopia. Ctheory, Vol. 2, No. 16. https://journals.uvic.ca/index.php/ctheory/article/view/14501/5342
  • García, M. S. (2020). Historic Spaces and Architectures in Videogames, Culture & History Digital Journal 9, 2020, e001, eISSN 2253-797X
  • Grace, H. (2016). Brutalist Architecture in Games, GameDeveloperCom, <https://www.gamedeveloper.com/art/brutalist-architecture-in-games>
  • Klein, D., McClelland, N., A., Haslam, M., (1991). In the Deco Style, 288, Thames &Hudson, London.
  • Kriss, A. (2015). Lucasarts and the Rationalist Tendency In Videogames, KillScreen. <https://killscreen.com/previously/articles/lucasarts-and-rationalist-tendency-videogames/>
  • Longhurst, B. (2008). Introducing Cultural Studies. Essex: Pearson Longman, (Second Edition).
  • Lucarelli, F. (2013). Hans Poelzig’s Sulphuric Acid Factory in Luboń, Poland (1911-1912), Socks Studio. <https://socks-studio.com/2013/11/26/hans-poelzigs-sulphuric-acid-factory-in-lubon-poland-1911-1912/>
  • Markowski, D. (2016). Postmodernism in Video Games, Braunschweig Technical University, DOI:10.13140/RG.2.1.2849.3209
  • McClelland, M., Stewart, G. (2007). Concrete Toronto: A Guide to Concrete Architecture from the Fifties to the Seventies. Coach House Books, 12.
  • McLuhan, M., Fiore, Q. (1996). The Medium is the Massage: An Inventory of Effects (Digitalized edition. 1st edition 1967). San Francisco: Hardwired.
  • Nichol, R. (2011). Art Perspective: BIOSHOCK & Art Deco, WhatCulture. <https://whatculture.com/gaming/art-perspective-bioshock-art-deco>
  • Nicol, B. (2009). The Cambridge Introduction to Postmodern Fiction. Cambridge: Cambridge University Press.
  • Picon, A. (2013). Learning from utopia: contemporary architecture and the quest for political and social relevance. Journal of Architectural Education 67, no.1: 17-23.
  • Pulkkinen, J. (2020). The Art and Making of Control, The Future Press Publishing.
  • Sheldon, D. (2022). Hans Poelzig’s Sinister Neo-Gothic Expressionism – 1908-1935, Flashbak. <https://flashbak.com/hans-poelzigs-sinister-neo-gothic-expressionism-1908-1935-453212/>
  • Solomon, G. (2017). Rational Game Design, Medium. <https://medium.com/amber-log/rational-game-design-4866ec07b81b>
  • Varonkova, V. (2020). Brutalist Control: Navigating Through Repetitive Game Environments.
  • Wilson, E. (2018). How Brutalism Has Shaped Games, eurogamer.
  • Wilson, E. (2019). The Impossible Architecture of Video Games, eurogamer.
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  • Url-3 <https://mixnmojo.com/features/sitefeatures/LucasArts-Secret-History-13-Grim-Fandango/5>, erişim tarihi 23.04.2023.
  • Url-4 <https://mimarobot.com/haber/wiki/uluslararasi-isvicre-uslubu/ >, erişim tarihi 23.04.2023.
  • Url-5 <https://tr.wikipedia.org/wiki/Rasyonalizm_(mimarl%C4%B1k)#:~:text=Rasyonal izm%20Vitruvius'un%20prensiplerine%20g%C3%B6re,daha%20da%20irdelenmi%C5%9F%20ve%20geli%C5%9Ftirilmi%C5%9Ftir. >, erişim tarihi 23.04.2023.
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There are 39 citations in total.

Details

Primary Language Turkish
Subjects Architectural Science and Technology, Architectural History, Theory and Criticism
Journal Section Research Articles
Authors

Bahadır Mert Çınar 0000-0003-1221-2759

Ebru Tokmeci 0000-0001-8314-5149

Publication Date December 31, 2024
Submission Date August 11, 2024
Acceptance Date December 17, 2024
Published in Issue Year 2024 Volume: 3 Issue: 2

Cite

APA Çınar, B. M., & Tokmeci, E. (2024). Video Oyunlarında Mimari Söylemin Kullanımı: 20. Yüzyıl Mimarlığı Üzerinden Bir İnceleme. Kırklareli Üniversitesi Mimarlık Fakültesi Dergisi, 3(2), 35-68.