![]() Essentially, you’re not doing an engineer’s work You just need to invoke the illusion of realism, engineering, planning, and so on. If you think about it, you can make impossible buildings and you can create communities that are denser than Kowloon Walled City. In the digital cities, you don’t have those, or even the constraints of physical reality itself. ![]() Think about the constraints of reality that you would have to face in actual planning-red tape and vested interest aside. What makes digital cities so dynamic in ways that physical cities can’t be? Dimopoulos, who holds a PhD in Geography and has designed video game cities for nearly a decade, spoke with Metropolis about the initiative. By presenting each place ethnographically-imagining each as an inhabitable, comprehensible space- Dimopoulos captures the dynamic relationship between virtual and physical space. These digital spaces, Dimopoulos emphasizes, reminds players that cities are a constantly evolving space for narrative play and imagination. ![]() That’s the view of Virtual Cities: An Atlas and Exploration of Video Game Cities, a new compilation of imagined city plans and illustrations of 45 cities drawn from gaming’s history, written by Konstantinos Dimopoulos and illustrated by Maria Kallikaki. In many video games, a memorable and dynamic setting is as essential to its success as compelling characters or interesting gameplay. An illustration of New Orlean’s city plan adapted from the computer adventure game Gabriel Knight: Sins of the Fathers, in the new book Virtual Cities, which released in November.
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