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		<title><![CDATA[Talking Architecture With Guild Wars' Art Director - Kotaku Comments]]></title>
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			<title><![CDATA[Talking Architecture With Guild Wars' Art Director - Kotaku Comments]]></title>
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	    	<lastBuildDate><![CDATA[Mon, 28 Apr 2008 08:17:25 MDT]]></lastBuildDate>
	    	<pubDate><![CDATA[Mon, 28 Apr 2008 08:17:25 MDT]]></pubDate>
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		    <title><![CDATA[Talking Architecture With Guild Wars' Art Director]]></title>
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		    <description><![CDATA[<p>I want to buy some prints but sadly his Store is "coming soon".</p> <p><a href="n/a">ehlaren</a></p>]]></description>
			<dc:creator><![CDATA[ehlaren]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 28 Apr 2008 08:17:25 MDT]]></pubDate>
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		    <title><![CDATA[Talking Architecture With Guild Wars' Art Director]]></title>
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		    <description><![CDATA[<p>Wow, I always love concept art, I wish games would actually look like that! But  these are simply incredible, especially <i>Pagodas</i>, that image is so evocative for me, but I'm not quite sure what of...</p>
<p>As for architecture in general, It's my second interest aside from gaming, and I considered it for quite some time, although have never studied it deeply.<br>
I think however that context is everything for architecture, and so meaning is tied both to the building itself and the context. I agree with Wild Homes, I can't figure out any meanings from so many modern buildings, but is that because I see them so often in architectural magazines and such? Where they are always pictured alone, maybe a glimpse of a view through a window.<br>
In games however, possibly because of gameplay considerations, (good) buildings are so tied to their context they seem so much more relevant. Games   <i>have</i> to evoke meanings from their architecture, since it is often so difficult to from other aspects, and because shaping a world is where games can separate themselves from traditional media. So much meaning is gleamed from the stark City 17, or the decaying ostentatiousness of Rapture.</p>
<p>This is a field where games must advance in, to be taken more seriously, and Daniel Dociu proves this can be done.</p> <p><a href="n/a">TheJeanGenie</a></p>]]></description>
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		    <title><![CDATA[Talking Architecture With Guild Wars' Art Director]]></title>
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		    <description><![CDATA[<P>@
<A href="#c5401864">Maggie Greene</A>: i can't help but get a little bummed when i realise that some of the places my parents grew up with before me are gone now. i was born across the street from the beach. the boardwalk was an everyday thing. i've walked on every street on the monopoly board and then some. lately though when i venture past empty lots and admire the new, i can't help but say remember when ...</P> <p>j.howlett</p>]]></description>
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		    <pubDate><![CDATA[Sun, 27 Apr 2008 22:01:08 MDT]]></pubDate>
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		    <title><![CDATA[Talking Architecture With Guild Wars' Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c5399197">Lixie</a>:  There is plenty of spectacular architecture in the US.  I lived in a little town in Virginia that is an absolute little gem - and my first college (in the Middle of Nowhere, VA) was an ode to the glories of Georgian architecture.  I've been all over the world &amp; it rivaled the finest Europe had to offer.  And I love wandering around Europe.  But no, American cities have a tough time competing with the Marais or Verona, since American cities haven't been around for centuries (or millennia, in the case of my favorite cities in Italy!).</p>
<p>While many 'big buildings' in modern styles tend to underwhelm me (the library at my university looks like a spaceship - literally), I do love a lot of the vernacular architecture that's sprouted up in the past couple of decades.</p>
<p>@<a href="#c5400026">j.howlett</a>:  You're talking about a preservation problem.  America has historically lagged behind Europe in that regard, and Asia lags behind us.  We're catching on, but people tend to get hysterical about things being declared historic areas ('What do you mean I have to get permission to change the exterior of my house?!').  But there are plenty of people working very hard to change that - and more and more areas figuring out that flattening whole neighborhoods of nice old houses that aren't necessarily 'grand' houses is NOT the way to go (among other things).</p> <p><a href="n/a">Maggie Greene</a></p>]]></description>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 27 Apr 2008 20:21:14 MDT]]></pubDate>
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		    <title><![CDATA[Talking Architecture With Guild Wars' Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/384472/talking-architecture-with-guild-wars-art-director#c5401851]]></link>
										
		    <description><![CDATA[<p>@<a href="#c5400716">JustThisGuy</a>:  I promise, despite my woeful musculature, that this will remain a masculine(ish) catfight-free proceeding.</p>
<p>I do willingly concede to your interpretation of my earlier comments, but upon rereadingy own words I wonder if I didn't enter a mindspace I did not intend. I am not opposed to the post-structuralist line, but I enjoy more a work that can be taken, free of background and time, and interpreted freely within those parameters of human experience that are relatively timeless and unchanged. While I agree that one of the inevitable results of our superconnected-communication age is this greater realisation that all new works really ARE derivative, I prefer very much that the artist should at least attempt to bring my appreciation to one place. The alternative seems a bit self-indulgent, to my mind; and I would maintain that if, for example, fifteen pieces of art were produced, charmingly self-aware that meaning only exists in the context of each participant, then even relative statements of value can only pertain to the purely technical as all else is subjective and theoretically equal.</p>
<p>This might make little sense. Or no sense. I'm very tired.</p> <p><a href="n/a">wild homes loves you but chooses darkness!</a></p>]]></description>
			<dc:creator><![CDATA[wild homes loves you but chooses darkness!]]></dc:creator>
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		    <title><![CDATA[Talking Architecture With Guild Wars' Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c5400342">wild homes</a>: But 'value' and 'art' are subjective terms, no? Ones that become increasingly more troublesome the closer they are to each other?</p>
<p>The point of post-structuralist reflexive intertextuality is to highlight the highlight the subjectivity of meaning and the absurdity of decoding authorial intent.   To infer that 'meta-art' (a horrid word construction that I hope to never use again) has only technical merits is to prove the point of post-structuralists everywhere; that is, defining meaning as an all-encompassing truth to a specific piece--a type of key that would unlock the work's intentions--is an epistemologically shaky endeavor that might prove to be ultimately futile.</p>
<p>More conservatively speaking, a post-structuralist work gives into the conceit that everything is derivative, echoes of what has come before. Meaning is drawn from the associations the audience makes from the work's familiar subtexts. There is no palpable difference between a novel that continually references other novels and a novel that continually references actual historical events, or even 'real life'. Extensive intertextuality is no different than a standard bildungsroman that draws from the author's own experiences--both are ultimately just a collection of signifiers, only as meaningful as what the audience can draw from them and how they might relate to the implications thereof. To me, <i>Infinite Jest</i> (a book I despise, by and by) is much more meaningful than <i>The Sorrows of Young Werther</i> (a book I love), precisely because I can identify and relate to Wallace's references.</p>
<p>Point being: a work mired in a "specific context" is only wholly specific to the author, and the author alone. And while some might pick up on those contexts and appreciate them, others will draw wholly different meanings from the myriad subtexts that underlie the work within the context of their own specific experiences. Generally speaking, I'm very leery of any view that reduces meaning to a single experiential value that must be common among most--if not all--observers, reducing a work to a simplified coin that only gauges a handful of signifiers on one side and technique on the other.</p>
<p>Of course, I think we're probably split along modernist/post-structuralist theories of signification. Which, in that case, I am fully prepared for the feminine, academic slap-fight that is sure to ensue. I can't wait until this ostensibly intelligent discussion spirals into a juvenile dialogue consisting entirely of "No, you're wrong, you shit-head" and "No, you're wrong, you jejune pissant."</p>
<p>:)</p> <p>JustThisGuy</p>]]></description>
			<dc:creator><![CDATA[JustThisGuy]]></dc:creator>
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		    <description><![CDATA[<a name="image:9/2008/04/384472/388117/smallish_1155836036-00.jpg" class="commentImagePlaceholder"></a><p>Some of you may remember see himself in a game *coughhalflife2cough*</p>
<p><a href="http://i200.photobucket.com/albums/aa315/medmapguy/1155836036-00.jpg">[i200.photobucket.com]</a></p>
<p>I love daniel dociu work and its impact in the guild wars world, one of the games with the best art direction ever.</p> <p><a href="n/a">LordCiego</a></p>]]></description>
			<dc:creator><![CDATA[LordCiego]]></dc:creator>
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		    <description><![CDATA[<p>@<a href="#c5400026">j.howlett</a>: I agree wholeheartedly with your final thought. When storytelling (and that's essentially what metatext is) becomes mired in a specific context, the only value art has (or the one that's very appreciable) is the purely technical.</p> <p><a href="n/a">wild homes loves you but chooses darkness!</a></p>]]></description>
			<dc:creator><![CDATA[wild homes loves you but chooses darkness!]]></dc:creator>
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		    <description><![CDATA[<p>This was great.  I love this guy's work!</p> <p><a href="http://bad.rydia.net">Archetype</a></p>]]></description>
			<dc:creator><![CDATA[Archetype]]></dc:creator>
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		    <description><![CDATA[<p>Oh sweet post, Maggie.<br>
I'm an architecture major (4th year), so this is awesome.<br>
More please!</p> <p><a href="http://sire011886.deviantart.com/">Ragnarok_Comes</a></p>]]></description>
			<dc:creator><![CDATA[Ragnarok_Comes]]></dc:creator>
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		    <description><![CDATA[<P>@
<A href="#c5399450">wild homes</A>: its not like i don't think of the casinos and hotels as good architecture its just a little disheartening to see buildings i grew up with as land marks are now gone. as far as modern art or any form really i break it down to, 'is it representative or expressive?' , then go from there. when i go to exhibits i'm usually more interested in how the artist did the piece and the materials and technique.</P> <p>j.howlett</p>]]></description>
			<dc:creator><![CDATA[j.howlett]]></dc:creator>
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		    <description><![CDATA[<p>@<a href="#c5399197">Lixie</a>: Really? Have you ever been in London? Prague? Paris? Madrid? Naples? etc. etc. etc.</p>
<p>I'd say that our friendly architect neighbors across the sea care just as much about practicality as their American counterparts. I think you're confusing modern architectural style with historical architecture. The above cities are certainly beautiful, but they're also hundreds of years old (the ones listed are at least five times as old as the US) and their most stunning buildings and blocks are generally very old historic landmarks.</p>
<p>To be quite frank, I'd say that there are more avant-garde buildings in the States than over in the Continent per square mile. Our popular monuments alone are a testament to that. (No one's happy with just a statue anymore) Hell, most new public service buildings tend to follow very modern architectural styles; for example, several of the police stations in my city have a GIANT METAL FACE sticking out the side of the building. And my closest library is a massive Brutalist affair that stands out starkly against my neighborhood's otherwise Victorian backdrop.</p>
<p>Or you might just be suffering from familiarity. Your surroundings are boring because you're used to them. Trust me, those art-lovin' foreigners (whatever country they might be in) are just as bored of their cities as you are of yours.</p> <p>JustThisGuy</p>]]></description>
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		    <description><![CDATA[<p>Daniel Dociu's concept art is some of my favourite work in video games. The designs and style are positively amazing, and looking at them makes me wish they could be represented even more accurately than they are in Guild Wars.</p>
<p>Here's looking to GW2.</p> <p><a href="http://www.facepunchstudios.com">Majorasblaze</a></p>]]></description>
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		    <description><![CDATA[<p>Guild Wars 2 wooo!!!!</p>
<p>Note to self: Get secure job and wife before release of GW2.</p>
<p>(ensures maximum playtime).</p> <p>LemmingZ</p>]]></description>
			<dc:creator><![CDATA[LemmingZ]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 27 Apr 2008 13:56:21 MDT]]></pubDate>
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		    <description><![CDATA[<p>Yeah, I don't know how Guild Wars got such a fantastic art director. He has the best concept art I've ever seen. Between his work and Jeremy Soule's music, did they ever hit the jackpot.</p> <p><a href="http://hesh.deviantart.com">justhesh</a></p>]]></description>
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		    <description><![CDATA[<p>Chicago is an American city with neat architecture, often in unexpected places.</p> <p>Evil Tortie's Mom</p>]]></description>
			<dc:creator><![CDATA[Evil Tortie's Mom]]></dc:creator>
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		    <description><![CDATA[<p>(And to anyone who would respond by slagging Cesar Pelli out of hand, I could have fitted Frank Gehry, Norman Foster, or any number of others into the same sentence.)</p> <p><a href="n/a">wild homes loves you but chooses darkness!</a></p>]]></description>
			<dc:creator><![CDATA[wild homes loves you but chooses darkness!]]></dc:creator>
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		    <description><![CDATA[<p>I just feel sad that while I can still plumb a bit of Christopher Wren's feelings about God, his nation, and his countrymen by looking at something like St. Paul's, or how Bramante felt about the role of art in society by looking at the Tempietto,I can't for the life of me figure out how someone like Cesar Pelli feels about ANYTHING by looking at any of his work. Except to say maybe he likes triangles and shiny metal. I might as well be looking at a car's dashboard. It would be as meaningful.</p>
<p>There are exceptions to this, certainly, as there are to any idea. Renzo Piano comes to mind.</p> <p><a href="n/a">wild homes loves you but chooses darkness!</a></p>]]></description>
			<dc:creator><![CDATA[wild homes loves you but chooses darkness!]]></dc:creator>
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		    <description><![CDATA[<P>I've spoken with Daniel. He's the nicest guy. If you ever have a chance to meet him, and you like his art, let him know - I'm sure he would appreciate it.</P> <p>HarkMammil</p>]]></description>
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		    <description><![CDATA[<p>@<a href="#c5399284">j.howlett</a>: You have to realise that's happening all over the world. And America has a tremendous amount of very wonderful architecture. The primary problem is that modern architecture, like modern art, is preoccupied with being metatextual. To a certain extent, metatext is inevitable-- all those who create do so speaking partly of one's relationships: to God, to one's fellow man, to nature, to the night sky, to the Industrial Revolution, whatever. But modern art and architecture make the metatext so personal, so deeply specific and rooted wholly in a very particular moment that when the context changes, the effect is just deeply rubbish. And as the world's communications become increasingly involved and specific and technology makes all of us increasingly interconnected, the dialogue behind our art will become increasingly metatextual, until it's just an in-joke, completely meaningless out of context.</p> <p><a href="n/a">wild homes loves you but chooses darkness!</a></p>]]></description>
			<dc:creator><![CDATA[wild homes loves you but chooses darkness!]]></dc:creator>
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		    <description><![CDATA[<p>In Pennsylvania the architecture is practically ugly. However, for some reason it always looks beautiful when you get an overlooking vista of the cities and houses.</p>
<p>This guy's art is always beautiful to look at, though.</p>
<p>I especially like his steampunk style giant "crab fort."</p> <p><a href="n/a">braagh</a></p>]]></description>
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		    <description><![CDATA[<P>That is so flipping gorgeous!! There wasnt a single picture in those collections I didnt like. Breathtaking!</P> <p><a href="http://www.furaffinity.net/user/muir/">Dragoness_Muir</a></p>]]></description>
			<dc:creator><![CDATA[Dragoness_Muir]]></dc:creator>
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		    <description><![CDATA[<P>@
<A href="#c5399248">bobtheduck</A>: i agree but in my town they have and want to destroy some older buildings to put up casinos or parking for the casinos already here.</P> <p>j.howlett</p>]]></description>
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		    <title><![CDATA[Talking Architecture With Guild Wars' Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/384472/talking-architecture-with-guild-wars-art-director#c5399255]]></link>
										
		    <description><![CDATA[<p>Yea, art direction in GW is one of the main reasons I chose to play it instead of other games. Also, being an architect myself (and dabbling in history or architecture as my secondary field of interest - primary us urban history), I really appreciate the effort and talent that goes into making GW look as great as it does. Eagerly looking forward to GW2 here :)</p> <p>solar_tf</p>]]></description>
			<dc:creator><![CDATA[solar_tf]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:384472:c5399255]]></guid>
		    <pubDate><![CDATA[Sun, 27 Apr 2008 12:53:53 MDT]]></pubDate>
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		    <title><![CDATA[Talking Architecture With Guild Wars' Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/384472/talking-architecture-with-guild-wars-art-director#c5399248]]></link>
										
		    <description><![CDATA[<p>@<a href="#c5399197">Lixie</a>: <a href="http://en.wikipedia.org/wiki/Frank_Lloyd_Wright">[en.wikipedia.org]</a></p>
<p>Not all American architects only look at practicality... Honestly, the "Americans are all pigs and prudes who don't have any culture and love guns" thing is beyond old...</p> <p><a href="n/a">bobtheduck</a></p>]]></description>
			<dc:creator><![CDATA[bobtheduck]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:384472:c5399248]]></guid>
		    <pubDate><![CDATA[Sun, 27 Apr 2008 12:52:55 MDT]]></pubDate>
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		<item>
		    <title><![CDATA[Talking Architecture With Guild Wars' Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/384472/talking-architecture-with-guild-wars-art-director#c5399243]]></link>
										
		    <description><![CDATA[<p>@<a href="#c5399197">Lixie</a>: Agreed, but America does have its moments. It's just not too widespread</p> <p><a href="n/a">Venin</a></p>]]></description>
			<dc:creator><![CDATA[Venin]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:384472:c5399243]]></guid>
		    <pubDate><![CDATA[Sun, 27 Apr 2008 12:52:21 MDT]]></pubDate>
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		    <title><![CDATA[Talking Architecture With Guild Wars' Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/384472/talking-architecture-with-guild-wars-art-director#c5399197]]></link>
										
		    <description><![CDATA[<p>I wish builders in America cared about aesthetics in architecture more than just practicality.  There are so many boring buildings here in my city, none of them instill any awe or add scenic beauty.  When I visit Europe it's a completely different story.</p> <p>Lixie</p>]]></description>
			<dc:creator><![CDATA[Lixie]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:384472:c5399197]]></guid>
		    <pubDate><![CDATA[Sun, 27 Apr 2008 12:43:10 MDT]]></pubDate>
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		    <title><![CDATA[Talking Architecture With Guild Wars' Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/384472/talking-architecture-with-guild-wars-art-director#c5399188]]></link>
										
		    <description><![CDATA[<p>great stuff..</p>
<p>but sadly no guild wars 2 art :(</p> <p><a href="n/a">lifeinthefridge</a></p>]]></description>
			<dc:creator><![CDATA[lifeinthefridge]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:384472:c5399188]]></guid>
		    <pubDate><![CDATA[Sun, 27 Apr 2008 12:42:19 MDT]]></pubDate>
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		    <title><![CDATA[Talking Architecture With Guild Wars' Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/384472/talking-architecture-with-guild-wars-art-director#c5399130]]></link>
										
		    <description><![CDATA[<p>Woah, interesting stuff O.o..</p> <p>Katorok</p>]]></description>
			<dc:creator><![CDATA[Katorok]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:384472:c5399130]]></guid>
		    <pubDate><![CDATA[Sun, 27 Apr 2008 12:35:43 MDT]]></pubDate>
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