Thursday 27 September 2012

Narrative driving points

After class and a meeting with Lynn today I've started asking myself more questions in terms of the production process behind design.
It seems that examples of narrative influencing design in some cases show through less strongly than others and appears to happen more commonly in games than in movies.
In cases where it is the other way around, I've realized it's a common re occurance that where games that have weak story and narrative, will contain scantly clad females and butch men. This often becomes more of a selling point than the games' story and in terms of design, aesthetics vs functionality in characters are always clashing.



So looking at games and movies where narrative is the driving point behind the visual style and design I was looking for strong examples where this doesn't happen, or if it does, reaches a happy medium.











So In Equilibrium, all emotion and art forms have been outlawed. How did this effect the design of their world?
-Simple, functional attire for everyone.
-All clothing is color coded black or white.
-Architecture in the main cities are clean cut, no fancy brickwork or pretty windows.
-No bright colours, everything dons a pale, washed out color.
- Interior design is simple and functional and all furniture is one colour.















Mirrors edge follows a similar theme, where a city is ruled under a Totalitarian political system and the government controls all aspects of public and private life.
-Environments are clean cut
-No appearance of common city litter or graffiti, everything is 'Clean'
-As well as being a gameplay aspect, color coordinated rooms, paths and environments are also evidence of stating functionality.


















Fallout is an obvious one, where the feuds of World War II didn't end, and 100 years later the world is stuck in a 50's envision of the future before the nuclear apocalypse takes over.
-Every design aspect of the game shows sign of weathering and age
-All attire is roughly put together using scavenged materials
-Some weapons recycled from everyday equipment, lawn mowers, batteries, vacuum cleaners etc.
-Clear signs of futuristic advancement before the apocalypse

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