“Landscape architecture … reminds me of how game design — not just spatial design, but the designs of rules and systems — can shape player behavior.”

Tom Armitage recently posted some interesting observations on landscape architecture and game design:
Broadway Tower

Above the village of Broadway, in the Cotswolds, stands Broadway Tower. It’s a three-story-high structure, with three turrets: a folly which the Arts and Crafts movement would later use as a holiday retreat. And yet when it was built, in the 18th century, its purpose was not to be an attractive tower to overlook the village.

Rather, it was designed to look good from 22 miles away, from the grounds of the Earl of Coventry. Lovely as it is, its real job is to be a romantic piece of background scenery on the horizon.

It was built by the architect James Wyatt, under the supervision of Capability Brown, who was perhaps the foremost landscape architect in English history. Brown’s work reshaped gardens and grounds into carefully designed views for the owners of houses, and defined what landscape architecture itself could be.

We talk a lot about the influence of architecture on game design …. We can all see the influence on games of a medium in which geometric form and structure is used to influence behavior and manipulate the movement of people through space. It feels like there’s an obvious comparison between architecture and the design of three-dimensional game levels.

But I think landscape gardening is perhaps a much more interesting comparison point for the structure of game spaces, and one that is oft-neglected.

Landscape architecture shapes the behavior and intent of its observers without walls or markers. Instead, it focuses on surprise and delight: as your eye follows the gentle slope of a path down to a lake, it should feel like you discovered this. It feels like a coincidence of marvellous proportions, a secret that you discovered, that the eye is led so gracefully. In fact, it’s a carefully designed experience.

This reminds me of how game design — not just spatial design, but the designs of rules and systems — can shape player behavior.

Tom Armitage @ Kill Screen

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