Maria Solomou

"The intuitive mind is a sacred gift and the rational mind is a faithful servant. We have created a society that honors the servant and has forgotten the gift." ~Albert Einstein

 

Peter Keating's office

Peter's office

Howard Roark's office

Howard's office

 

Howard's Challenges

    Howard's Challenges

Mayor's Constraints

    Mayor's Constraints

Narrative and Game Play in Architecture...

The story is based on Ayn Rand's novel "The Fountainhead" (1943). Questers embark on a journey where they must join one of the two architects in the architectural company, the radical Howard Roark, or the socially compromising Peter Keating, and align their values and aesthetics accordingly. At the point where they must pick a side, players are asked to provide the rationale for their choice. Upon their choice, they go through a tutorial that introduces them to the practical aspect of their architect’s guidelines.

Players must make the right decisions and create a building based on the given choices. If the building does not follow the architectís ideas, the players cannot move forward, and they get feedback from the architect according to the points they earned by doing the tutorial.

Howard Roark's challenges are:

  • All architects can use bright and extreme colors. They can make any combination they like to give their building any feeling they want;
  • Texture can be any choice from a variety of textures;
  • Curved surfaces and unusual shapes are allowed anywhere;
  • Roofs can have any style and be made with any available material

 

Peter Keating's constraints are:

  • All buildings must have a brick texture on the front side;
  • Architects can choose from one of fifteen textures for the rest of the walls;
  • Architects must use only straight and parallel lines with no curved surfaces;
  • All buildings must have one floor with two doors and square windows.

Later on, they must perform well for their master architect and gain their trust before they earn a plot in their masterís sandbox world to build. It is time to apply everything they experienced by that point, and also exchange ideas with others in the building context. Questers apply what they have learned through their apprenticeship, creating buildings based on the given guidelines.

Read about Creativity and Collaboration or go back.