Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Friday, May 19, 2017

ORIGIN OF CHINESE DESIGN

ORIGIN OF CHINESE DESIGN


ORIGIN OF CHINESE DESIGN
Gardens can be traced back to ancient times in China, but always included the same basic elements. After the Han dynasty, Daoist ideals of disengaging from worldly concerns gave a rationale for gardens as environments in which an individual could escape the often harsh demands of a politically engaged civic life.

Gardens were originally simple retreats for contemplation set in nature. Early exponents of the ideal of retreat from public life, like the legendary Seven Sages of the Bamboo Grove of the Six Dynasties period, merely sought their own retreat in a ready-made natural setting such as a wooded area or mountain stream. From the Han dynasty onward, some individuals built more elaborate precincts that were based on the models of the imperial grounds. One aristocrat lost his life for assuming for himself this royal privilege, flaunting his wealth with a collection of natural specimens similar to those previously found only in the emperors Hunting Park.

Daoist immortals were believed to inhabit remote mountain peaks and practice secret methods of elixir-making there. Portraits of other religious figures, like the Buddhist lohan at the left, were often situated in a landscape with magical qualities. The deer in this painting is a symbol of the Buddha because it is believed a deer was one of his early incarnations.

Certain plants and animals were favored for gardens because of their associations with overcoming the limits of ordinary life. Some trees or plants, for example, grew against harsh odds, such as difficult terrain, and certain animals, such as cranes, seemed to possess an ability to survive in ways beyond human capability.

What objects can you identify in this painting that might have carried such symbolic associations?

Fengshui (or wind-and-water, or geomancy) also played a large role in the form a garden would take. The natural environment was interpreted by the fengshui master as a living organism, the alteration of which could positively or negatively affect the lives of people in contact with it for generations to come.

Follow this link for more on fengshui.

The lore of mountains and rocks, important in Chinese religion and art, was also an indispensable part of garden landscape design. Large rocks placed by themselves or groupings of smaller rocks served as analogies for mountains, which were considered sacred sites and potential resting places for immortals.

One of the most common implements found in tombs from the Han dynasty onward was the incense burner. Below is a typical example of this kind of object.

What features of a mountain would appeal to a Daoist?

Which features do you see here, and why might they be so exaggerated?


The emperor, as guardian of the realm, sought to demonstrate a harmonious relationship with and an intimate knowledge of the forces of nature. The imperial parks were vast in territory and kept an abundance of all imaginable plants and animals, almost like a museum. Such parks replicated the emperors realm in miniature, with man-made lakes and mountains often corresponding to real geographical features. They reinforced the emperors role as the Son of Heaven.

By the Tang dynasty, a tradition of painting the royal hunting parks as paradise landscapes had developed. This gradually came to be applied to representations of landscapes in general.

What might be the purpose of depicting such a dramatic contrast between size of people and mountains in the scene below?

Sometime during the Tang dynasty, miniature landscapes in trays (or penjing), composed of rocks, plants and water, began to take the place of the censers (see above). These small-scale landscapes still retained their otherworldly associations. Especially favored were highly contorted rock and plant specimens. Scholars often kept these dwarfed landscapes on their desks, and one Tang dynasty court magician was said to have cultivated the ability to disappear into his tray landscape at will. Collecting unusual rock and plant specimens became common literati pastimes from the Song Dynasty onward.


The selection of plants for the garden also carried meaning. Private garden builders at first followed the examples of the emperor in collecting exotic plant and animal life in a complete miniaturized version, or microcosm of the realm. In the Song Dynasty, however, many scholars took up garden planning as a cultivated pursuit, writing handbooks on growing a wide number of flower varieties and the collecting and appreciation of unique and valuable rock specimens. There were many private retreats in the estates of scholars in and around the larger cities of Kaifeng, Hangzhou, and Luoyang.
Garden construction reached a peak during the Ming and Qing dynasties, as landholding aristocratic and scholar elite families moved their main residences from the countryside to urban and suburban areas of southern cities. Suzhou in particular became a place of refined culture, renowned for its canals and mild climate, as well as the ready availability of garden building expertise.


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Tuesday, February 21, 2017

Now You Yes You! Can Design Dungeons and Dragons!!!!!!!

Now You Yes You! Can Design Dungeons and Dragons!!!!!!!


 
Dungeons and Dragons was actually in the news this week. There was even a big article in the New York Times. Turns out, they are going to redesign the game from the ground up.

(Again!?!? Wasnt the last time in 2008? Answer: Yes, it was.)

The impending redesign wasnt the big news item, though. Redesigning D&D isnt news. Happens all the time. What did attract a lot of attention is how they are going to redesign it. They are going to have a “hearts and minds” campaign, ask players what they want in the new edition, and supposedly make it from the ground up while actually taking into account feedback from their fan base.

I assume, of course, that this is all simple marketing-speak, part of a clever and successful way to get attention, and not an actual, realistic plan of action. I assume this because its the best possible scenario. Actually trying to design a game this way is a terrible, terrible idea.

Ive written before about the considerable dangers of relying too much on your fan base to figure out how to design your game. And, as often happens, Penny Arcade did a fantastic job of boiling down what is screwy about this approach.

But I just want to throw out two points.

1. A cacophony of voices will never solve a hard problem.

Whenever you need to make a big, difficult decision about your game design and turn to the public for help, you will get a huge number of responses. They will all be passionate, many will be well-argued, and they will split evenly between all of the possible decisions.

Think about it. If a decision is difficult (and making a game like D&D involves LOTS of tough decisions), its difficult because there is no clear answer. You could go either way. And people giving you feedback will totally go in any imaginable direction.

The real artistry in game design comes from making all of the possible decisions in a way that they all build towards one unified goal. You want all the decisions to add up to more than the sum of their parts. Some people are really good at doing this. We call them Game Designers.

2. The people giving feedback are not the people you need to listen to.

When you throw open the doors, you will get feedback from the most intense, passionate fans. (Note I didnt say "smart" or "insightful." Some of them will be smart. Some wont. Good luck figuring out which are which.)

But D&Ds big problem is not that it lacks a core cadre of passionate fans. Its that any sort of person who doesnt live and breathe this stuff has long ago drifted away. Those are the people you need to hear from. But you wont hear from them. Because they dont care. And you need to know why they dont care, because people who cared once not caring anymore is the heart of the problem. 

Of Course, This Doesnt Matter ...

Because people dont put in the long years of work getting a plum position like "Dungeons & Dragons Designer" to then throw up their hands and say, "Hey. Lets see what the forums have to say!" This "hearts and minds" stuff is marketing. It should be marketing. There is nothing wrong with marketing, and making the fans feel involved is a worthwhile goal.

I dont envy them their task. Dungeons & Dragons is one of the great games, and its had some rough years. Sadly, its a fair question whether tabletop RPGs will ever be more than a niche of a niche of a niche again, no matter how many times you redesign them. Ill have more to say about this soon.

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