Johnny.JJ
2013-05-12, 03:29 AM
A robust, design-rich setting should call for unique design elements - and architectural styles are a subset of these.
This "subset of design elements" may seem a bit too specific; still, there is a strong visual element to architecture - it communicates the mood and the values of the culture that build its dwellings.
The visual style, the sub-conscious feel, the sheer functionality of such buildings ... there is a lot to it.
In one part of the land, architecture may be dominated by the function of adapting to the harsh environment (shielding the village from sandstorms, stacking the dwellings together to fully utilize the heating in a rather cold environment, making the buildings resistant to earthquakes, etc.)
elsewhere, the architecture may be dominated by the current regime (geometrically precise city layouts implying a strict and sterile society, one style stacked on an other points to cultural invasion, etc.)
architectural diversification can also be used to put emphasis on the difference of social castes
it can be influenced by warfare ...
still, an architecture needs to take into consideration the physical limitations (maximizing the use of the space available, etc.)
Architectonic customs do affect the layouts of whole cities! And that's significant.
What I want ... is players arriving to a city and knowing, just by the sight of it, which cultural group build this. I.e. no more generic pseudo-medieval towns.
The question is: how would one (-you) go about designing solid, unique architectural styles (within the limitations of pre-industrial societies)?
This question is very visual - and so, some visual guides and/or pointers may come in handy.
This "subset of design elements" may seem a bit too specific; still, there is a strong visual element to architecture - it communicates the mood and the values of the culture that build its dwellings.
The visual style, the sub-conscious feel, the sheer functionality of such buildings ... there is a lot to it.
In one part of the land, architecture may be dominated by the function of adapting to the harsh environment (shielding the village from sandstorms, stacking the dwellings together to fully utilize the heating in a rather cold environment, making the buildings resistant to earthquakes, etc.)
elsewhere, the architecture may be dominated by the current regime (geometrically precise city layouts implying a strict and sterile society, one style stacked on an other points to cultural invasion, etc.)
architectural diversification can also be used to put emphasis on the difference of social castes
it can be influenced by warfare ...
still, an architecture needs to take into consideration the physical limitations (maximizing the use of the space available, etc.)
Architectonic customs do affect the layouts of whole cities! And that's significant.
What I want ... is players arriving to a city and knowing, just by the sight of it, which cultural group build this. I.e. no more generic pseudo-medieval towns.
The question is: how would one (-you) go about designing solid, unique architectural styles (within the limitations of pre-industrial societies)?
This question is very visual - and so, some visual guides and/or pointers may come in handy.