The Architecture of Evil
Jim Rossignol, who also posts for Offworld, in a guest post on BLDGBLOG about the architecture of evil in games:
[Jim Rossignol](http://rossignol.cream.org/ "is transmuting tea into gold | > jim rossignol"), who also posts for [Offworld](http://offworld.com/ "Offworld"), in a [guest post](http://bldgblog.blogspot.com/2009/05/evil-lair-on-architecture-of-enemy-in.html "BLDGBLOG: Evil Lair: On the Architecture of the Enemy in Videogame Worlds") on [BLDGBLOG](http://bldgblog.blogspot.com/ "BLDGBLOG") about the architecture of evil in games:> Conveniently, evil already has a visual language. Put another way: I have seen the face of evil, and it is a caricature of gothic construction. There's barely a necromancer in existence whose dark citadel doesn't in some way reflect real-world Romanian landmarks, such as Hunyad or Bran Castle. The visual theme of these games is so heavily dependent on previously pillaged artistic ideas from Dungeons & Dragons and Tolkien that evil ambiance is delivered by shorthand. (Of course, World of Warcraft's Lich King gets a Stone UFO to fly around in – but it's still the same old prefab pseudo-Medieval schtick inside). Where the enemy is extra-terrestrial, HR Giger's influence is probably going to be felt instead.Conveniently, evil already has a visual language. Put another way: I have seen the face of evil, and it is a caricature of gothic construction. There's barely a necromancer in existence whose dark citadel doesn't in some way reflect real-world Romanian landmarks, such as Hunyad or Bran Castle. The visual theme of these games is so heavily dependent on previously pillaged artistic ideas from Dungeons & Dragons and Tolkien that evil ambiance is delivered by shorthand. (Of course, World of Warcraft's Lich King gets a Stone UFO to fly around in – but it's still the same old prefab pseudo-Medieval schtick inside). Where the enemy is extra-terrestrial, HR Giger's influence is probably going to be felt instead.


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