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This Minecraft map that recreates, [Kowloon Walled City], one of history's most notorious slums made me reconsider what's important in 3D level design

⁨368⁩ ⁨likes⁩

Submitted ⁨⁨1⁩ ⁨week⁩ ago⁩ by ⁨Agent_Karyo@piefed.world⁩ to ⁨games@lemmy.world⁩

https://www.pcgamer.com/games/survival-crafting/this-minecraft-map-that-recreates-one-of-historys-most-notorious-slums-made-me-reconsider-whats-important-in-3d-level-design/

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Comments

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  • Lenna@piefed.ca ⁨1⁩ ⁨week⁩ ago

    There’s an video of Kowloon Walled City from a university student (Suenn Ho) if anyone wants to see how it looks like from the inside. It’s incredible how people even managed to live there.

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    • Carighan@piefed.world ⁨1⁩ ⁨week⁩ ago

      There is also the old german documentary.

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  • janonymous@lemmy.world ⁨1⁩ ⁨week⁩ ago

    That was a good read, thanks!

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  • Fuzzypyro@lemmy.world ⁨1⁩ ⁨week⁩ ago

    www.youtube.com/watch?v=IWZQB9zDD3Y

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  • SlartyBartFast@sh.itjust.works ⁨1⁩ ⁨week⁩ ago

    Pretty cool! Wish I could have seen it when it still existed!

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    • SkunkWorkz@lemmy.world ⁨6⁩ ⁨days⁩ ago

      You can still see this one youtu.be/fo14gDswZeg

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  • Lifter@discuss.tchncs.de ⁨1⁩ ⁨week⁩ ago

    Stop with the clickbait please.

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    • crapwittyname@feddit.uk ⁨1⁩ ⁨week⁩ ago

      That’s a decent little article which makes a fair point well. Which criteria are you using to define it as clickbait?

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      • Lifter@discuss.tchncs.de ⁨6⁩ ⁨days⁩ ago

        The headline is omitting a vital part of the article, namely the “one ingredient”. You have to read the artivke to finish the title, which can be a definition of clickbait.

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    • baconsunday@lemmy.zip ⁨1⁩ ⁨week⁩ ago

      What is the clickbait

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      • Zoomboingding@lemmy.world ⁨6⁩ ⁨days⁩ ago

        We’re just used to it by now, but the title is phrased in a way to make you curious what the author meant by “what’s important in 3D level design”. I wouldn’t call this clickbait, but it’s definitely written in a way that intentionally omits the central conclusion.

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      • Lifter@discuss.tchncs.de ⁨6⁩ ⁨days⁩ ago

        ExCepT for OnE InGreDiEnt!!

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    • ilinamorato@lemmy.world ⁨1⁩ ⁨week⁩ ago

      I read the article. It appears to deliver on the promise of the headline pretty completely. The headline also isn’t sensationalized or misrepresentative of the content. Are you just upset because it sounds a little bit like a LinkedIn status in its construction?

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      • TalkingFlower@lemmy.world ⁨5⁩ ⁨days⁩ ago

        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 and possibly some competent AI 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.

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      • Lifter@discuss.tchncs.de ⁨6⁩ ⁨days⁩ ago

        I’d orefer a title to summarize the article so that I know whether it’s worth my time investment to actually read it at all. Now, I’m put if by the blayant cliff hanger at the end of the title.

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    • Cocodapuf@lemmy.world ⁨6⁩ ⁨days⁩ ago

      You might be too easy to bait.

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      • Lifter@discuss.tchncs.de ⁨5⁩ ⁨days⁩ ago

        I wasn’t baited. Didn’t read it.

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  • TalkingFlower@lemmy.world ⁨5⁩ ⁨days⁩ ago

    “This Minecraft map that recreates Kowloon Walled City, one of history’s most notorious slums, made me realize that 3D level design isn’t just about the complexity or the environmental challenge, but about the internal lives of the people who live there and the way that the game implies a greater reality that exists beyond the confines of the camera’s field of view”

    “…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.”

    He cites a lot of Immersive Sim level design, Minecraft does not have that sort of detail; it merely provides a block-by-block construction system with some rudimentary decoration, it’s not gonna achieve his design requirement.

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