It is no coincidence that the video game structure is called “architecture” and its creator “designer”. Since the beginning, since Pong and Asteroids, building a video game is equivalent to making forms interact in digital spaces. It did not take long for this creative process to become a game itself, i.e. before someone understood that the activity of creating in a digital space forced by rules and objectives, was fun if simplified and made visual.
It was the first form of contamination between the principles of architecture and the ones of video games, at least before the arrival of three-dimensional worlds in the mid-1990s. From that moment on, the space was not only two-dimensional, but could be explored with less or more freedom. Creating a map meant to create a space to interact with. While Grand Theft Auto made increasingly giant cinema postcards of them, others tried to imagine that in virtual worlds as well as in real worlds, perhaps, the environments and their spaces could create meaning, tell stories, take their inhabitants elsewhere.
We put together 11 games that, using different technologies, think differently about spaces and force players to do the same, spreading the basic ideas of architecture and design in more or less didactic ways.