• TalkingFlower@lemmy.world
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    1 day ago

    “This, it should be stated, was not the objective of Sluda’s build. But it nonetheless made me think about what I deem important in virtual architecture and level design more broadly. My favourite games are always those that give me a complex, natty 3D space to unpick, like Dishonored 2’s Stilton Manor, Hitman’s Sapienza, and Thief: Deadly Shadows’ Shalebridge Cradle. But playing Sluda’s map made me realise these levels are more than just environmentally challenging sequences of rooms and corridors. They say something about the people who lived in those spaces, exuding their virtual history from their grimy walls, spooky attics, and beautifully recreated gelato shops.”

    Yeah, but…

    Minecraft will never achieve the writer’s design requirement; immersive sim level design philosophy is where he is aiming, where highly environmental detail for storytelling and possibly some competent AI, both hostile and friendly, to support the immersion.

    MC is just a block-by-block construction, competent with building form, and it offers some simple decoration, and no more; I can’t see how it is a fair comparison.

      • TalkingFlower@lemmy.world
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        8 hours ago

        No, Minecraft cannot deliver that kind of experience.

        Go check out the video of The Golem city in Mankind Divided if you want to know what the writer is seeking, which is also inspired by Kowloon Walled City.

        Secondly, the interior details of Kowloon Walled City have always been pretty sparse on the internet, Sluda has to imagine all of them, that is not the objective of the build.