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		<title><![CDATA[Kotaku: Architecture]]></title>
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			<title><![CDATA[Architecture In Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Architecture In Games" href="http://kotaku.com/architecture/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">architecture</span></a></div -->					<div><a title="Click here to read Architecture In Games" href="http://kotaku.com/5349019/architecture-in-games" class="pp_image">
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				Oh <em>goody</em>. We touched on this interesting, but sadly neglected topic <a href="http://kotaku.com/5301894/when-architects-critique-video-game-levels">a while back</a>, but now Jim Rossignol from Rock, Paper, Shotgun is touching on it a whole lot more.				<a href="http://kotaku.com/5349019/architecture-in-games" title="Click here to read more about Architecture In Games">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 31 Aug 2009 05:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[When Architects Critique Video Game Levels]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read When Architects Critique Video Game Levels" href="http://kotaku.com/architecture/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">architecture</span></a></div -->					<div><a title="Click here to read When Architects Critique Video Game Levels" href="http://kotaku.com/5301894/when-architects-critique-video-game-levels" class="pp_image">
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				Video game levels are designed with one thing in mind: fun. But that fun comes dressed as architecture. Cathedrals, castles, office buildings, homes.  The kind of stuff architects are best at.				<a href="http://kotaku.com/5301894/when-architects-critique-video-game-levels" title="Click here to read more about When Architects Critique Video Game Levels">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Wed, 24 Jun 2009 05:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA['Tactical Landscaping': Architecture for Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read 'Tactical Landscaping': Architecture for Games" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read 'Tactical Landscaping': Architecture for Games" href="http://kotaku.com/5043804/tactical-landscaping-architecture-for-games" class="pp_image">
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				 The game-related posts on architecture blog BLDGBLOG are few and far between, but generally worth waiting for.  This week, Geoff Manaugh took a look at <i>Fracture</i> and <i>Celestial Impact</i>, especially in terms of the game mechanics of deforming or otherwise changing the terrain.  Looking at game design elements from an architectural perspective is a fascinating one, but Manaugh goes on to ponder if architects tried their hand at designing for games:				<a href="http://kotaku.com/5043804/tactical-landscaping-architecture-for-games" title="Click here to read more about 'Tactical Landscaping': Architecture for Games">More&nbsp;&raquo;</a>
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			<category><![CDATA[Game design]]></category>
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			<category><![CDATA[Celestial impact]]></category>
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			<category><![CDATA[Lucasarts]]></category>
			<pubDate><![CDATA[Sat, 30 Aug 2008 13:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Talking Architecture With Guild Wars' Art Director]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Talking Architecture With Guild Wars' Art Director" href="http://kotaku.com/what-a-nice-castle-you-have/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">whatanicecastleyouhave</span></a></div -->					<div><a title="Click here to read Talking Architecture With Guild Wars' Art Director" href="http://kotaku.com/384472/talking-architecture-with-guild-wars-art-director" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Talking Architecture With Guild Wars' Art Director" alt="Click here to read Talking Architecture With Guild Wars' Art Director" src="http://cache.kotaku.com/assets/images/9/2008/04/small_guildwarspretty-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2008/04/guildwarspretty.jpg"></a> I love architecture &mdash; and still have days where I think I probably should've gone into architectural history &mdash; so I always enjoy <a href="http://bldgblog.blogspot.com/">BLDGBLOG</a>'s game-related posts.  This week is a chat with Daniel Dociu, Chief Art Director of <i>Guild Wars</i>.  The interview is worth reading for a look at the pictures alone, but a look at how gorgeous environments are created is interesting, too:				<a href="http://kotaku.com/384472/talking-architecture-with-guild-wars-art-director" title="Click here to read more about Talking Architecture With Guild Wars' Art Director">More&nbsp;&raquo;</a>
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			<category><![CDATA[daniel dociu]]></category>
			<category><![CDATA[Game Design]]></category>
			<category><![CDATA[Guild Wars]]></category>
			<category><![CDATA[Ncsoft]]></category>
			<pubDate><![CDATA[Sun, 27 Apr 2008 14:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Lost Odyssey "Cities" Trailer]]></title>
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Lost Odyssey will be here in the States soon and GameTrailers has an exclusive trailer featuring some of the city environments. The graphics really look sharp and the city architecture is beautiful, but unfortunately it looks like they've at least partially stuck to that hideous beige and brown color scheme we see so much of in games these days. Hopefully this isn't a choice they've decided to stick with it for the better part of the game. 				<a href="http://kotaku.com/354659/lost-odyssey-cities-trailer" title="Click here to read more about Lost Odyssey "Cities" Trailer">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 10 Feb 2008 11:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[fdemarco]]></dc:creator>
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			<title><![CDATA[New Anthology On Video Games: Space Time Play]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read New Anthology On Video Games: Space Time Play" href="http://kotaku.com/books/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">books</span></a></div -->					<div><a title="Click here to read New Anthology On Video Games: Space Time Play" href="http://kotaku.com/302780/new-anthology-on-video-games-space-time-play" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read New Anthology On Video Games: Space Time Play" alt="Click here to read New Anthology On Video Games: Space Time Play" src="http://cache.kotaku.com/assets/images/9/2007/09/small_spacetimeplay-thumb.gif"/>
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				<a href="http://kotaku.com/assets/resources/2007/09/spacetimeplay.gif"></a> A new anthology on gaming - on design, architecture (both of the virtual and actual varieties), urbanism, and lots of other interesting and academic-sounding things - will be coming out next month (or November, for those of us in the US).  Entitled <i>Space Time Play: Computer Games, Architecture, and Urbanism: the Next Level</i>, the volume brings together an impressive number of authors with a variety of backgrounds, and everything from game reviews to essays to interviews:				<a href="http://kotaku.com/302780/new-anthology-on-video-games-space-time-play" title="Click here to read more about New Anthology On Video Games: Space Time Play">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 23 Sep 2007 22:00:15 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[What Makes a Gaming Landmark?]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read What Makes a Gaming Landmark?" href="http://kotaku.com/landmarks/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">landmarks</span></a></div -->					<div><a title="Click here to read What Makes a Gaming Landmark?" href="http://kotaku.com/302700/what-makes-a-gaming-landmark" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read What Makes a Gaming Landmark?" alt="Click here to read What Makes a Gaming Landmark?" src="http://cache.kotaku.com/assets/images/9/2007/09/small_2fort_comparison-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2007/09/2fort_comparison.jpg"></a> Jonathan Blow (of <i>Braid</i> fame) has an insightful response to Stephen Totilo's comments <a href="http://multiplayerblog.mtv.com/2007/09/17/vs-mode-bioshock-and-metroid-prime-3-corruption-totilo-v-croal-round-1">lamenting the lack of gaming landmarks</a>: the status of 'landmark' shouldn't be tied to representations of fantastical architecture or a particular visual look, rather to what happens in those spaces.  He talks about landmarks of 'conceptual space': I started having bad flashbacks to slogging through Benedict Anderson's classic <i>Imagined Communities</i> at this point, but Blow has some interesting points and examples (he points to <i>Counter-strike</i> and <i>Team Fortress</i> maps that may change their look from incarnation to incarnation, but retain a sense of place thanks to the history of gameplay within those spaces, no matter what form their visual trappings take):				<a href="http://kotaku.com/302700/what-makes-a-gaming-landmark" title="Click here to read more about What Makes a Gaming Landmark?">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 22 Sep 2007 17:30:22 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA['The Image of the Undercity' - Games, Architecture, and Space]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read 'The Image of the Undercity' - Games, Architecture, and Space" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read 'The Image of the Undercity' - Games, Architecture, and Space" href="http://kotaku.com/295838/the-image-of-the-undercity-+-games-architecture-and-space" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read 'The Image of the Undercity' - Games, Architecture, and Space" alt="Click here to read 'The Image of the Undercity' - Games, Architecture, and Space" src="http://cache.kotaku.com/assets/images/9/2007/09/small_Undercity-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2007/09/Undercity.jpg"></a>  An <a href="http://terranova.blogs.com/terra_nova/2007/08/the-image-of-th.html">entry at Terra Nova</a> links to a rather <a href="http://www.users.on.net/~georgia88/files/Architecture,%20Space%20and%20Gameplay%20-%20Georgia%20Leigh%20McGregor.pdf">lengthy paper on architecture, space, and gameplay</a> in <i>WoW</i> and <i>Battle for Middle Earth 2</i>.  The paper is well worth a read through, but the Terra Nova entry has some choice quotes pulled out for those short on time.  The paper concerns itself with how two different games use their spatial organization and architecture - both in terms of <i>buildings</i> and the fundamental design of a game world - to impact play experiences:				<a href="http://kotaku.com/295838/the-image-of-the-undercity-+-games-architecture-and-space" title="Click here to read more about 'The Image of the Undercity' - Games, Architecture, and Space">More&nbsp;&raquo;</a>
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			<category><![CDATA[Game Design]]></category>
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			<category><![CDATA[MMORPGs]]></category>
			<category><![CDATA[WoW]]></category>
			<pubDate><![CDATA[Sun, 02 Sep 2007 13:30:17 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Architecture in Second Life]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Architecture in Second Life" href="http://kotaku.com/where.s-frank-lloyd-wright%3f/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">wheresfranklloydwright?</span></a></div -->					<div><a title="Click here to read Architecture in Second Life" href="http://kotaku.com/283568/architecture-in-second-life" class="pp_image">
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				<a href="http://kotaku.com/assets/resources/2007/07/farnsworthhouse.jpg"></a>  The Farnsworth House may be one of the most iconic pieces of modern architecture, and it also happens to be fairly unsuitable for habitation: what better place for it than the virtual world of <i>Second Life</i>?  <i>The Guardian</i> has an interesting look at the architecture of SL and the real-life architects that are creating new communities or recreating old ones.  It also happens to be one of the first 'mainstream' media pieces that points out that despite a large registered user base, SL often feels more like a 'ghost town' than a 'boom town' unless you're in a popular area, as well as the trippy nature of virtual environments (why exactly do you need a house for anything at all?).				<a href="http://kotaku.com/283568/architecture-in-second-life" title="Click here to read more about Architecture in Second Life">More&nbsp;&raquo;</a>
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			<category><![CDATA[where's frank lloyd wright?]]></category>
			<category><![CDATA[Architecture]]></category>
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			<pubDate><![CDATA[Sat, 28 Jul 2007 14:30:46 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Frank Lloyd Wright's Fallingwater: Source]]></title>
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				If you've never made it to architect Frank Lloyd Wright's Fallingwater (aka the Kaufmann House) in southwestern Pennsylvania (I have), now you can take a tour of it with your Half-Life 2 install.				<a href="http://kotaku.com/198304/frank-lloyd-wrights-fallingwater-source" title="Click here to read more about Frank Lloyd Wright's Fallingwater: Source">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 02 Sep 2006 15:18:50 EDT]]></pubDate>
			<dc:creator><![CDATA[Michael McWhertor]]></dc:creator>
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			<title><![CDATA[Spain's Very Own Tetris Building]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Spain's Very Own Tetris Building" href="http://kotaku.com/tetris/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">tetris</span></a></div -->					<div><a title="Click here to read Spain's Very Own Tetris Building" href="http://kotaku.com/188532/spains-very-own-tetris-building" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Spain's Very Own Tetris Building" alt="Click here to read Spain's Very Own Tetris Building" src="http://cache.kotaku.com/assets/images/9/2006/07/small_tetrisbuilding.jpg"/>
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				This postmodern housing structure sits in Madrid and was designed by architect Blanca Lleo, who seems to be either way into Legos or <i>Tetris</i>. I say, <i>Tetris</i>. Comments from the peanut gallery? <span class="byline">Brian Ashcraft</span> 				<a href="http://kotaku.com/188532/spains-very-own-tetris-building" title="Click here to read more about Spain's Very Own Tetris Building">More&nbsp;&raquo;</a>
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			<category><![CDATA[Tetris]]></category>
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			<category><![CDATA[Spain]]></category>
			<pubDate><![CDATA[Thu, 20 Jul 2006 08:24:55 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Ashcraft]]></dc:creator>
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