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	<title>
	Comments on: Architecture in Video Games	</title>
	<atom:link href="https://the-witness.net/news/2015/10/architecture-in-video-games/feed/" rel="self" type="application/rss+xml" />
	<link>https://the-witness.net/news/2015/10/architecture-in-video-games/</link>
	<description>Explore an abandoned island.</description>
	<lastBuildDate>Sat, 05 Dec 2015 21:29:02 +0000</lastBuildDate>
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		<title>
		By: Graham		</title>
		<link>https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8470931</link>

		<dc:creator><![CDATA[Graham]]></dc:creator>
		<pubDate>Sat, 05 Dec 2015 21:29:02 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=3111#comment-8470931</guid>

					<description><![CDATA[Does Thekla have a webpage for jobs/internship listings?]]></description>
			<content:encoded><![CDATA[<p>Does Thekla have a webpage for jobs/internship listings?</p>
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		<title>
		By: jay2s		</title>
		<link>https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8450664</link>

		<dc:creator><![CDATA[jay2s]]></dc:creator>
		<pubDate>Thu, 29 Oct 2015 01:28:12 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=3111#comment-8450664</guid>

					<description><![CDATA[First preview I&#039;ve seen from The Witness&#039;s showcase last week. Not too much new, but every nugget is interesting to me. Post any others that you find! 
http://motherboard.vice.com/read/we-dont-have-the-words-to-talk-about-the-witness]]></description>
			<content:encoded><![CDATA[<p>First preview I&#8217;ve seen from The Witness&#8217;s showcase last week. Not too much new, but every nugget is interesting to me. Post any others that you find!<br />
<a href="http://motherboard.vice.com/read/we-dont-have-the-words-to-talk-about-the-witness" rel="nofollow ugc">http://motherboard.vice.com/read/we-dont-have-the-words-to-talk-about-the-witness</a></p>
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		<title>
		By: Yawehoff		</title>
		<link>https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8450585</link>

		<dc:creator><![CDATA[Yawehoff]]></dc:creator>
		<pubDate>Wed, 28 Oct 2015 21:42:57 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=3111#comment-8450585</guid>

					<description><![CDATA[When they say the game will be released on PC, is that including Macs?]]></description>
			<content:encoded><![CDATA[<p>When they say the game will be released on PC, is that including Macs?</p>
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		<title>
		By: Justin		</title>
		<link>https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8448389</link>

		<dc:creator><![CDATA[Justin]]></dc:creator>
		<pubDate>Wed, 21 Oct 2015 01:26:47 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=3111#comment-8448389</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8446704&quot;&gt;Smongo&lt;/a&gt;.

Smongo, that is very enlightening...]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8446704">Smongo</a>.</p>
<p>Smongo, that is very enlightening&#8230;</p>
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		<title>
		By: Smongo		</title>
		<link>https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8446704</link>

		<dc:creator><![CDATA[Smongo]]></dc:creator>
		<pubDate>Sun, 18 Oct 2015 16:59:08 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=3111#comment-8446704</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8445993&quot;&gt;DAS k1ishEé&lt;/a&gt;.

Well, if there is some kind of church structure on the island (some screenshots could fit that description), the altar will probably be on the east side. If it&#039;s a christian church at least.
That could be one way to show the compass direction on the island.
And I&#039;m sure plant growth would also be affected. Certainly if the sun has always been in the same spot.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8445993">DAS k1ishEé</a>.</p>
<p>Well, if there is some kind of church structure on the island (some screenshots could fit that description), the altar will probably be on the east side. If it&#8217;s a christian church at least.<br />
That could be one way to show the compass direction on the island.<br />
And I&#8217;m sure plant growth would also be affected. Certainly if the sun has always been in the same spot.</p>
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		<title>
		By: Christopher		</title>
		<link>https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8446123</link>

		<dc:creator><![CDATA[Christopher]]></dc:creator>
		<pubDate>Sat, 17 Oct 2015 21:42:55 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=3111#comment-8446123</guid>

					<description><![CDATA[Great read! The release date is coming up fast, which is super exciting! Any chance a preorder for the PC version will show up in time for the holidays? I would think it would make a great gift!]]></description>
			<content:encoded><![CDATA[<p>Great read! The release date is coming up fast, which is super exciting! Any chance a preorder for the PC version will show up in time for the holidays? I would think it would make a great gift!</p>
]]></content:encoded>
		
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		<title>
		By: DAS k1ishEé		</title>
		<link>https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8445993</link>

		<dc:creator><![CDATA[DAS k1ishEé]]></dc:creator>
		<pubDate>Sat, 17 Oct 2015 17:57:01 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=3111#comment-8445993</guid>

					<description><![CDATA[I have the strange feeling, since it has no day/night cycle, the witness won&#039;t have North either xD 

I wonder how we would see that in the art design.]]></description>
			<content:encoded><![CDATA[<p>I have the strange feeling, since it has no day/night cycle, the witness won&#8217;t have North either xD </p>
<p>I wonder how we would see that in the art design.</p>
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		<title>
		By: Tom		</title>
		<link>https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8445374</link>

		<dc:creator><![CDATA[Tom]]></dc:creator>
		<pubDate>Fri, 16 Oct 2015 19:58:10 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=3111#comment-8445374</guid>

					<description><![CDATA[Wow, great stuff. I skipped through the Witness spoilers, but the discussion around other games is really interesting. This gives me more perspective on a game that I&#039;m surprised wasn&#039;t discussed: Wolfenstein the New Order (and its expansion Old Blood). 
Those games I think are a masterwork in visual level design, creating spaces that are truly impressive and fantastical, but also believable and practical. Some of this is dramatically showcased in contrast to the original Wolf 3D (which cameos in the new one). There was very little reason for the hallways and corridors and little rooms you encountered. A potted plant might be the only object in a windowless room. A hallway would take two turns before coming to a dead end. It was almost assumed you&#039;d get lost.
Compare this to the Old Blood where every room you enter has a specific purpose, whether it&#039;s the rows of cells in a prison block, a kitchen in a medieval castle, an archeological dig, or the canals servicing the castle. And objects are placed in meaningful ways as well. You pull a shotgun off a display in an office. You break crates to find ammunition and first aid kits. Supplies are stashed in caches in control rooms. It&#039;s an intuitive experience; you don&#039;t get lost because the spaces are distinctive and relatable.
The hideout in The New Order is painstakingly thought out. Every character has their own bedroom, there are newspaper clippings on the walls, books in stacks on the ground, a workshop hidden away on the second level. The space is filled with meaningful junk. It feels like people live there.

I wonder if they had an architect on the project...

Looking forward to January!]]></description>
			<content:encoded><![CDATA[<p>Wow, great stuff. I skipped through the Witness spoilers, but the discussion around other games is really interesting. This gives me more perspective on a game that I&#8217;m surprised wasn&#8217;t discussed: Wolfenstein the New Order (and its expansion Old Blood).<br />
Those games I think are a masterwork in visual level design, creating spaces that are truly impressive and fantastical, but also believable and practical. Some of this is dramatically showcased in contrast to the original Wolf 3D (which cameos in the new one). There was very little reason for the hallways and corridors and little rooms you encountered. A potted plant might be the only object in a windowless room. A hallway would take two turns before coming to a dead end. It was almost assumed you&#8217;d get lost.<br />
Compare this to the Old Blood where every room you enter has a specific purpose, whether it&#8217;s the rows of cells in a prison block, a kitchen in a medieval castle, an archeological dig, or the canals servicing the castle. And objects are placed in meaningful ways as well. You pull a shotgun off a display in an office. You break crates to find ammunition and first aid kits. Supplies are stashed in caches in control rooms. It&#8217;s an intuitive experience; you don&#8217;t get lost because the spaces are distinctive and relatable.<br />
The hideout in The New Order is painstakingly thought out. Every character has their own bedroom, there are newspaper clippings on the walls, books in stacks on the ground, a workshop hidden away on the second level. The space is filled with meaningful junk. It feels like people live there.</p>
<p>I wonder if they had an architect on the project&#8230;</p>
<p>Looking forward to January!</p>
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		<title>
		By: Michel		</title>
		<link>https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8444340</link>

		<dc:creator><![CDATA[Michel]]></dc:creator>
		<pubDate>Thu, 15 Oct 2015 06:27:29 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=3111#comment-8444340</guid>

					<description><![CDATA[I found this article to be quit interesting. Now I´m eager to really pay attantion to the architecture once the game finally releases.

This level of detail makes me feel like all the time I will put in to the game will be worthwhile. But of course I haven´t played it yet. So we will see.

My excitement is unhealthily high. For now I´m just glad to have English Country Tune to play to tie me over. Outstanding puzzle game.]]></description>
			<content:encoded><![CDATA[<p>I found this article to be quit interesting. Now I´m eager to really pay attantion to the architecture once the game finally releases.</p>
<p>This level of detail makes me feel like all the time I will put in to the game will be worthwhile. But of course I haven´t played it yet. So we will see.</p>
<p>My excitement is unhealthily high. For now I´m just glad to have English Country Tune to play to tie me over. Outstanding puzzle game.</p>
]]></content:encoded>
		
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		<title>
		By: Micah		</title>
		<link>https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8444255</link>

		<dc:creator><![CDATA[Micah]]></dc:creator>
		<pubDate>Thu, 15 Oct 2015 02:42:20 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=3111#comment-8444255</guid>

					<description><![CDATA[It looks like a really cool post, but I haven&#039;t had time to check it out yet. Just wanted to thank you for putting it up, despite the lack of comments as of now.]]></description>
			<content:encoded><![CDATA[<p>It looks like a really cool post, but I haven&#8217;t had time to check it out yet. Just wanted to thank you for putting it up, despite the lack of comments as of now.</p>
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		<title>
		By: Smongo		</title>
		<link>https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8443880</link>

		<dc:creator><![CDATA[Smongo]]></dc:creator>
		<pubDate>Wed, 14 Oct 2015 11:08:33 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=3111#comment-8443880</guid>

					<description><![CDATA[Small story spoiler warning!
But it&#039;s a great read :)]]></description>
			<content:encoded><![CDATA[<p>Small story spoiler warning!<br />
But it&#8217;s a great read :)</p>
]]></content:encoded>
		
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		<title>
		By: Les Paul		</title>
		<link>https://the-witness.net/news/2015/10/architecture-in-video-games/comment-page-1/#comment-8443589</link>

		<dc:creator><![CDATA[Les Paul]]></dc:creator>
		<pubDate>Tue, 13 Oct 2015 23:12:14 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=3111#comment-8443589</guid>

					<description><![CDATA[As an architect myself I find this extremely interesting. Thank you for the link.]]></description>
			<content:encoded><![CDATA[<p>As an architect myself I find this extremely interesting. Thank you for the link.</p>
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