
(This architecture criticism post was cross-posted to my department's research blog, Game @ Parsons. In general, I post my architecture criticism stuff there.)
Last July, the German new media artist Aram Bartholl secured funding from Rhizome to begin building de_dust, a popular video game level, as a 1:1 scale model cast out of solid concrete. It would be a crime to paraphrase his concisely argued rationale, so I’ve pasted a large chunk of it here:
“Computer games differ from other mediums such as books, movies or TV, in that spatial cognition is a crucial aspect in computer games. To win a game the player needs to know the 3D game space very very well. Spatial recognition and remembrance is an important part of our human capability and has formed over millions of years by evolution. A place, house or space inscribes itself in our spatial memory. We can talk about the qualities of the same movies we watched or books we have read.