Hidden Doors, Traps, Pitfalls

I missed this interview with Architectural Digest Italy’s Mario Gerosa the first time around, and was pleasantly informed of its existence by one of my agents. I’ve been mulling over how best to write an article on virtual architecture for a while now, and if I ever do get round to writing such an article then I will surely need to talk to the man who published the Convention for the Protection of Virtual Architectural Heritage.

What do you envision for the “digital architecture museum” you suggest? Something like the Internet Archive?

Well, the idea of a museum fits this project, but it would have not be merely a collection of images or 3D models. I think that these architectures give their best if seen in their environment. They must live, you must see them with their inhabitants. And there is another thing: most of the videogame architectures are full of devices (hidden doors, traps, pitfalls) and if you don’t see these devices work, you don’t experience these architectures. You see just half of their personality.


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