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Why should an architect care about computer games? And what can a game designer take from architecture?
About the Author
<P>Friedrich von Borries (b. 1974) is an architect. He has taught at the College of Fine Arts in Nürnberg and elsewhere. </P> <P>Matthias Böttger (b. 1974) is an architect. He is codirector with Friedrich von Borries of space tactics, Agency for Spatial Enlightenment and Intervention in Berlin.</P> <P>Steffen P. Walz (b. 1973) works at the ETH Zürich in the Department of Computer Aided Architectural Design. At the School of Art and Design Zurich Walz is cofounder of the BA program in Game Design. </P>
Space Time Play is a useful work for those new either to gaming or to how gaming is academically handled. Short, usually readable (though badly proofread), essays on architectural and political aspects of video games are interspersed with reviews of games relevant to the theme of the essay. These short pieces offer a good introduction to a gamut of games and much of gaming history. But I write this review not to praise the book, but to complain about it. It is one of the most poorly designed texts that I have ever encountered. Its glossy, reflective pages make reading the black, 10-point type print difficult. The gray, 8-point type print of authors' names and endnotes make reading impossible. The designer, perhaps in an attempt to look avant garde, has produced a volume that makes the usual pleasure of reading painful.
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