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Alignments Between Real -World and Virtual World

Belgede BAŞKENT UNIVERSITY (sayfa 180-185)

CHAPTER III. CORRELATION BETWEEN ARCHITECTURE

3.9. Alignments Between Real -World and Virtual World

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creates a space within space that is observed and experienced only from inside and will not be observable from outside that virtual space.

This compromise a nd difference from real -world properties or timeline, creating an alternate virtual world resembles the real -world but has extraordinary or fantastic elements serves the primary purpose of entertainment reasons and engagement of the player to the video gam e. Several heroic actions go against the laws of physics just like in action motion pictures are made in FPS video games in the sake of thrilling action segments to engross the player into the video game can be seen as the main difference of virtual realit y with the real world. However, a more important reason this difference is made is for fantasy reasons, where the player of the video game can roleplay according to the avatar of the video game or entirely different persona to fulfil fantasies in virtual r eality that can not be achieved in real -world. Within the boundaries of the Virtuality created for video games or other purposes allows the players to be what they want in the virtual reality and its virtual world . This study can confirm that virtual reali ty has many opportunities to try and experience countless versions of different virtual settings and experiences. However, Virtuality is a reality created in the real world and can be controlled by the creators or developers of the virtual reality align wi th the player's needs or expectations. For the duration, the created virtual world is a space -bound in real -world and only accessible from specific devices such as PC’s and HMD’s addition. Therefore, the main difference between the virtual world of video games and the real -world is the video games Virtuality being a space create d for entertainment purposes in the real -world.

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world examples or settings that resemble the real -world locations, virtual technologies are commonly using many tools that are used by AEC industries and those mediums desig n programs. Such efforts are capable of benefiting both AEC industries and design medium while developing video gaming products as well. Because of the common usage of tools and programs, it is highly aligned with the design, architecture and visualization mediums.

However, the alignments of virtual worlds of video games and the real -world just not align on the planning and designing an area, but include several more details that induce familiarity and immersion to the virtual creation. Since video gaming and created virtual worlds for video gaming made for entertainment and voluntary action, it is aimed to be favourable and enjoyable for the duration spent playing the video game. In order to increase the time spent in the video games virtual world, or crea te an immersive bond between the virtual world, story, avatar and the video game, video game developers and virtual world creators are extensively working to align as much as real -world properties, aesthetics, history, culture and information to the creati ons so that the observer can connect and create a psychological connection with the virtual experience and information provided.

One such example could be given from the astonishing virtual world of BioShock. BioShock’s setting is placed in the 1960s with bright art deco styles over all the virtual worlds interior, exterior and constructions. Besides, every interior detail is carefully selected to reflect the same time frame with same art deco movement, from the colours to the electronic equipment, pictures , frames and art objects to products found in the virtual world. Therefore the player subjected to this representation to art deco movement could guess the video games virtual worlds date, and create an intimate bond with the world, understanding the colou r schemes, furniture to used materials and the bright, proud upright structures, just as if the observer is in that time frame. This connection while aligning with the concepts and movements already used in the real -world thus creating a historically corre ct point while making a timeline placement in the player's mind, also increases the immersion criteria allowing

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the player to like the environment and start to feel and live in the virtual environment of the video game as well.

The resemblance to the real -world history or existing locations also creates a media recollection on the player and creates engagement into the virtual world of video games. Thus a conclusion can be made by using the real -world objects, movements, products, references or similarities in created virtual worlds of the video games. The video game designers can enhance the experience provided in the virtual world, and the video game by adding more immersion, allowing players to psychologically create a bond with the settings, environment, story and the avatars of the virtual world and the video game.

Alignment of virtual reality with real -world serves the primary purpose of engaging the player further into the audiovisual media and video games, engrossing the player into the story and even ts happening in the video game and create immersion in the virtual world, separating the player from the real -world achieving the escapement from the real --world requirement that the player has. Escapement from real -world is a strong reason seen in regular video game players. Therefore alignment with real -world properties, however being in a virtual space, allows players to feel more comfortable in immersing into that virtual space. These requirements of immersion and preference on playing video games have b een studied and mentioned by researchers such as Frasca, Ermi and Mayra before.

One other notable mention is the direct recreation of the real -world in virtual worlds of the video games, and several essential titles have succeeded in creating immersive settings for these recreations. Such example would be S.T.A.L.K.E.R. : Call of Pripy at, which tells a fiction version of the Chernobyl incident and the area incident affected, such as Pripyat city of Ukraine and the surrounding areas. Therefore video game developers in order to create an accurate recreation of the once beautiful but now d esolate city of Pripyat and its surrounding environments, used every material and information available to achieve alignment with the real -world in their created virtual world. While some sections of the recreated virtual world of Pripyat and Chernobyl Nuc lear Power Plant are based to real -world, other parts are slightly or extensively

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reshaped and adjusted to accommodate better the story of the video game and the progression of the player. In this almost perfect recreation of the Pripyat city in the virtua l world, the player can see the famous yellow Ferris wheel and the Olympic swimming pool, sports stadium and precast concrete apartment blocks of Soviet -era constructions. The player is also allowed walk freely on its streets and blocks, experience the sam e desolation and devastation city has seen over the past years of its abandonment, without being exposed to the radiation and dangers still existing in the real -world Pripyat. The avatar of the player also has human needs, such as sleeping, eating, drinkin g or getting protected from radiated areas, which engages the player further to survive in the zone of S.T.A.L.K.E.R . A more contemporary example of this alignment can be given from Escape From Tarkov video game. Escape From Tarkov has, like S.T.A.L.K.E.R. video game have created a fictional region and a city in Russia, near St. Petersburg city in the virtual world using Russian style of construction materials, architecture, cityscape, landscape, urban design, resembling real locations in the real world. De velopers of Escape From Tarkov also utilized the contemporary hyperrealistic graphics, shading and lighting to its advantage to align itself with the realism side of the virtual reality, with integrated mechanics of the video game, successfully aligns itse lf with the real world.

This sort of recreation of a real -world location in a virtual world of a video game creates almost perfect immersion settings for entertainment industry, and especially for players who seek realistically created or based on real exa mple creations for entertainment purposes. Escape From Tarkov also uses realistic mechanics and physics engine to simulate the real -world properties accordingly and using motion -capture technology, allowing players a more realistic perspective, movement an d feeling in the virtual world. GTA video game series are also known to use historical locations and media towards this accuracy and alignment with the real world, offering a virtual living digital world offering gameplay activity in its boundaries.

Another contemporary example of alignment with the real -world can be given from the Kingdom Come: Deliverance example, released by Warhorse Studios in 2018. Kingdom Come: Deliverance video game, have extensively

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used the technological benefits and collaborative work of design mediums to recreate 1400s era the Bohemian Kingdom accurately in Virtuality. With historically accurate replications and mechanics of melee and ranged combat, culture and soc iological elements, architecture, interior design and spatial understanding, clothes and historical events, the video game reenacts the events of 1400s Bohemian Kingdom life in an alternate role -playing video game based on real historical events happened i n the past. Therefore, Kingdom Come:

Deliverance video game can be mentioned as a critical alignment of the virtual world with real -world, which includes interaction, psychological and physical alignments with the real -world . This alignment creates a reali stic reenactment and replication of real -world in virtual space of video games .

These examples, therefore, allows the understanding of video game being more realistic or identical to the real world, the virtual world is cognitively perceived as more immersive and familiar its environment becomes . With this perception, video games become more successful at creating an adequate video gaming environment for the player to connect , engage and embody into the virtuality of video game environment and e njoy psychologically which also is directly aligned with the success of the video game developers and video game industry .

However, it is also debatable that virtual worlds alignments with the real -world a positive topic or not. Because of the video games primary purpose of being a voluntary action and serves a purpose to escape from real -world for the duration of gameplay activity, some player’s might not want a similar setting with the real world and prefer fantastic virtual worlds with extraordinary sett ings compared to realistic video games . In contrast, another portion of the video game players might prefer real -world simulation for entertainment purposes and possibilities a real -world recreation could offer .

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Belgede BAŞKENT UNIVERSITY (sayfa 180-185)