The look of this building reminds me of one of my favourite quotes from the Hitch Hiker's Guide to the Galaxy novels, describing Milliways, the Restaurant At The End Of The Universe: "Clearly, very little expense had been spared in giving the impression that no expense had been spared."
Hearing your critiques and remembering back to how CIG's devs have talked about Hurston Dynamics and this building in particular, I wouldn't be surprised if a number of the flaws were intentional. Obviously the building was created long after the death of the man this building is in part a monument to, and like other business empires the children might have been raised to know what power looks like, but didn't have the mind for it like their parent. They understand the grandure but lack the attention to detail that was likely the secret to their parent's success, and so they direct how they want the building to look, and don't think of things like HVAC and the common people necessities like garbage cans and fire extinguishers. When the architects mentioned it, if they dared to, they were probably waved off, and then simply didn't include it, and left that to the engineers who had to build the damn thing, saw no consideration was made for vents and whatnot, and so just put in generic fixtures because you had a deadline. The children when viewing the finished space probably didn't even notice the vents and garbage cans and whatnot, they just saw the grandeur of it and patted themselves on the back for honoring their ancestor so handsomely. I love it.
@Papel Higiênico that doesn't necessarily make it bullshit. To tell those kind of stories subtly via the spaces in game can be an absolutely viable tool. That said, it might as well be a mistake, i don't know the processes and that go into the design at CIG. But neither do you (I assume). One of the things I really like about Morpholgis' series is the constructive tone of it. There is no trace of some misguided need to hold CIG accountable for the disservice they do to their community. He understands that it's a big and complex process done by humans who by definition aren't perfect. And he trys to give constructive input while also creating entertaining and educational videos for his community. That's fuckin dope.
@Papel Higiênico Possibly, but then again there's "lore"behind why the light sabe duels are different between the original and the prequel starwars trilogies. There's lore because of Samuel Jackson's purple lightsaber, the actor wanted something cool rather than some planned thing. Mistakes can cause interesting lore
@Papel Higiênico you know, in real life plenty of buildings and areas, especially the largest ones, are full of flaws and bad design, but we dont care because its not their mission. The district reflect arc corp and the planet as a whole : towering, imposing, oppressive, but very rough around the edges, full of barely hidden bad stuff, and not a single regard for future consequences of the design. It's just like the planet, taken over by a corporation barely abiding to the lowest of health standards, polluting, harvesting and oppressing the population for more profits for the towering company.
@Papel Higiênico No, I'm putting forward the possibility that these design flaws are there on purpose as part of the story of the building as much as the gold trim. We've seen vid docs about why they built a hab with the coffee machine being off center because the occupant was a slob. If we know they have a history of being aware of such details, why presume other "flaws" are not also intentional?
I absolutely love this series. Your unique eye provides context and validation to my own feelings about spaces that I can't articulate as clearly as you can.
Another excellent architect's review. I've said it before, but I think the tone and cadence of your voice along with your insights into the principals behind the architecture itself are what make these particular videos very watchable and intriguing. You asked us to comment on other locales we might want to see and I would like to request either the Citadel from Mass Effect or the Nexus from Mass Effect: Andromeda. Both are interesting architecturally to me at least. Now I do have a question: may we request an architect's review of a locale not in a game, but in a movie? I don't know how well that would work out, but I wouldn't mind see you review the Battle School from Ender's Game and its use of three dimensional space inside the Battle Room. I wouldn't mind hearing your thoughts on space architecture in relation to spaceborne structures as the orientation of up, down, or side to side really depend on how you view them.
As a game artist myself we learn how to expose information to the player as clearly as possible. Function over form. Love your videos. Definitely adds a different point of view I can think about in my future designs.
No lie, the future meme will become “can it run Star Citizen?” I have played this a bit and once in, you can see what they are going for and it’s never been attempted. If achieved, it will be HUGE. MMO+FPS which is already solid+Flight Sim. If we get instances to hold more than 50, then wow...
lol By the time Star Citizen comes out we'll have quantum computing, so everything will run Star Citizen. :P In all fairness though, SC is so ambitious that I'm beginning to see it less and less as a "game that will come out in the future" and more as the "game that will become the great-granddaddy of all full-immersion VR games". SC may never actually release, but it literally HAD to happen. Whether SC succeeds or fails, future VR developers will use it as a template/guide when creating fully lived-in virtual worlds. SC is the tricycle, full immersion VR is the two-wheeled bike. You can't learn to ride the latter without trying to ride the former first.
Joel Gawne I absolutely agree with you, especially when you consider all the tools that were specifically created for this game because they simply didn’t exist before that can now be used by similar future projects.
For the workers district, I work in a factory, and it is extremely busy place. The building was made by an architect for no reason other than to make sure it didn't fall over. Everything inside was built by businessmen and engineers who want to cramp as much equipment into the smallest possible space. Walk ways are small, equipment hangs in seemingly random places, why, IDK, but it's there.
My biggest criticism is that I think that the lighting of the rooms is almost always too dark. It's such a dark game, almost every place is very dark. When I compare the reviewed place to real world pictures of buildings like the Deutsche Börse, the Trump Tower in NY, the Wall Street Stock Exchange or other company or government buildings, it's a difference like night and day. I wish for more bright and welcoming places comparable to the citadel of mass effect for example.
Well there is, it's just not hurston you want to look for then. This is a planet taken over a corporation, polluted to the point of near non viability, with corporate police around the clock to keep the civilians in line. Its DARK, and so the ambiance should reflect that. If you want a more welcoming area, earth or microtech will probably be much better areas, where riches, technology and progress leave the area to be cleaner and much more welcoming.
@@mobiuscoreindustries That is a good point, but still hundreds of people live and work there, and if I were rich I wouldn't want me or any of my more valued employees to sit in the dark like that. We're not talking about an area where the common folk is present, this is meant to be a financial or business area.
@@singulosta And still, there seems to be a lot of men standing alone or idly walking around doing nothing. What are they doing? Everyone is just loitering, waiting for something, by themselves..?
@@singulosta Ah, but put yourself in the shoes of a Hurston. You're not just rich, you're, like, 15 Jeff Bezos... Bezoses.. Bezi.. you're probably so disconnected from anyone else that, so long as they're sustaining your wealth and power, you care more about a smudge on your bajillion-foot gold statue in the lobby than whether or not their comfortable in your business-dungeon.
Great series, I'm loving these. I think the word you're searching for in your closing statement is 'reductionist'. As a general rule, at least as UI designer, it's harder to take something away than it is to add it. When you apply a reductionist mindset to a design (or space in this case), you reveal the true essence of that design, the parts that are required. You'll also find that common elements reveal themselves and the language becomes far more cohesive overall. Keep up the great work Morph.
Very interesting, thanks for your contributions to our SC Hobby. Must say that when I first saw "An Architect comments on ship design", I thought "cool, that's new". I soon realized I was beginning to view the game and designs in the "real" world from a unique angle... What began as a novelty story has become something I look forward to with your series.
In all honesty, it kinda makes sense. Depending on how long this building has been there in this world, it makes sense that they'd be replaced and eventually, necessity would displace them from their original, planned locations.
Walk ways raised on both sides of the entrance, provides a relaxed off hand kill zone to quietly state that security will be enforced even before you make it into the loby. Foreboding power is shouting at you and practical security is low key, Trash cans are well placed for disguised security turrets.
Level designers are generally very good with playing with spaces. Level design have learn a bit of this from architecture, sure, but it also a process of self discover. May level designers never really read about architecture yet build spaces to be play spaces and so converged in some similar ideas. This actually leads to two different parts of level design. One that based of a more abstract notion of space. Something you would see in old Doom where the space just suggest function but is really more about setting up interesting encounters, navigational challenge and interesting views. On the other side we have level designers that try to copy real world space like you have in Duke Nukem 3D to use a other game from the same era. Today a skilled level designed can combined the two approaches creating a space that is both interesting spacial wise and yet has feeling of functionality to it. Not just being a play space for the play space sake. So it not that odd that a level designer actually is better with playing with space. A other interesting aspect is that a lot of the spaces in level designers make is more massive in general. Now the Business distract in Loville is made to be a very large space to make you feel tiny. But this is done for a other reason as well. The way the camera works in games make a space feel more claustrophobic. Especially if you use a 3rd person camera. If you use VR this pretty much dispersers on the other hand. So to less this effect you make the player smaller. It also aid with navigation as in the real world is not to hard to pass a person in a tight corridor but in a game it can be a nightmare. Of course this also depends on the game. If you character is running at the pace of a rocker like in the original doom then you need spaces to be even larger. Of course Star Citizen is going for more realistic sizes when it comes to these spaces. But there is a reason why ships tend to become a bit bigger then first planned. The original mustang was not super cramped really by real life standards. No one would call it spacious but it would not feel to cramped ether. But due to the way camera works and how the character moves the spaces afforded by the original mustang did feel a bit claustrophobic. You see the same thing with a Aurora really. It feels like a small space but compared to a car it actually quite a lot for a single person. I mean when did you last time have enough space to stand up behind the drives seat in a car? That is only something which a bus really affords.
Great analysis. I agree for the most part but I think this is where games and real life dont match up with regards to the excessive detailing. Most video games do this for the most part to promote interest in lots of areas, increasing the potential for one to study the area for that detail, to explore things further (As well as show off the engine ;) ). Also there are reasons other than architectural purposes that you have areas that drop down in size then go up in size. They are used to cull out geometry for rendering purposes. If you notice that is why many games funnel you through walkways and dont have one large room leading into another large room. Otherwise they have to worry about rendering things in that distance that are seen. Not saying that was the case here but its something to consider. The mirrored hallways most likely were done to save time and cut down on extra geometry. Could they make another non identical hallway? Sure, but that takes a little extra time that in the big scheme of things may not be worth the cost versus getting that area out on time. Trash cans are most likely reused and were probably added after the initial work was done. A lot of work with game assets deal with performance and time savings. That has to be balanced versus getting it perfect or matching a real world environment. But your critique is warranted for sure from the architectural perspective - it could be better in areas.
The Tyrell building works because of the large uninterrupted shapes. That picture you posted emphasizes this. The giant walls leaning over the people. There is no extra detail required. It is a huge piece of concrete leaning over everyone below. Very oppressive feeling. If they had put all sorts of beams or accents on those walls it would break up the expanse and detract from the feeling. The Hurston building is similar but because of all the extra details everywhere the eye is distracted. And yes, the lighting in the Hurston building is not good. Areas like the show room should be bathed in light not using harsh direct light in the face of the customers. The room is just way too much contrast. Giant very bright white lights and dark walls and floor. Then you have an area like the executive suite entrance you mentioned. I feel that is a nice space, but not for the executive suite. It is way too plain and small. Like they are trying to hide it. If that is the case, then why is it the most well lit area in the building? If you want people to see it and the security guarding it, then make it grandiose. Love your take on the construction of this game. Keep up the work.
Awesome video yet again, really loving this series so far! Also please keep pointing out trash cans and fire extinguishers in other architectural reviews!
This vid just popped up in my feed so thought I would check it out. Was very interesting, I've never given much thought to a games spaces past "oh that looks cool" An enjoyable watch thank you for the break down.
Those reference images are from the Wallace Corporation's Earth Headquarters. The original Tyrell Corporation building was built like a pyramid and the parts of it that we see are decorated like an Egyptian palace. This fits in with the owl motifs of the Tyrell Corporation.
Enjoyable series you've created! I'd like to see you do an architect's perspective on the outposts located on various moons. I wonder how you perceive those - habitats, labs, work areas, and overall layouts - architecturally.
Thanks for putting in pictures of the Tyrell Building interiour at the end. That way it is easier for non-designer/architects like me to understand what you mean.
As a french architect and arch viz / game developper I found your video really interesting and would love to see some other places/games analysis. Imagining a futuristic environnment is the hardest part because it has to take in count evolution of the society and of the technology and needs a visionary look ; and often game developpers are not conscious of all those things we learn during architecture studies. Cheers!
Another great review, Morphologis. I love these videos. As some one who appreciates architecture, I find it interesting how elements of this game seem very well thought out and not just a hodgepodge of "cool" affects. They are very good at lighting and materials and have a real sense of appreciation of usable space, which is awesome. Keep these going!
Fuck yeah another one of these vids. I love these vids because I don’t have a pc and this game makes me think of what humans can achieve in the future. Keep it up man
An architectural review I would love to see you make is of Palisade Bank from Mankind Divided, one of the most interesting design languages I've seen in any game. Keep them coming, your Architect Review series is fantastic.
As someone who has little understanding of architectural concepts, everything you detail makes a lot of sense. Who knew architecture speak could be fun.
I am now where near the level of architect as you, but everything you say makes perfect sense. I got most my education in the army so we didn't build with style in mind. Love the videos and the education
@Morphologis I’d like to conjecture your point about the trash can and the air vent and such. As a large and wealthy business it makes sense as the space is super cozy and beautiful. You don’t want your workers forgetting they are at work (indentured servants or not). So by breaking up the beauty with some minor industrial elements it breaks the workers out of a trance of awe and keep them aware of the job at hand. It might also be able to save the company money which every company wants.
Although I learned a thing or two about using a small space and stairs to guide you into a more meaningful and greater space. It's good you acknowledge that these things are still only your opinion.
I really like these videos. I'm a graphic designer and I'm learning a ton about designing "spaces" with these videos. Amazing stuff. And I totally agree, Star Citizen has, over all, a very "polluted" visual. In the sense that there's just too much in just about every place, ship, etc.
Hey Morph, I quite enjoy these. Being a SC sceptic, I still can't fault the designs of their ships, most of them look awsome. So your videos let me enjoy that aspect of it and I would gladly watch more tours of ships and places. Hopefully I will be proved wrong in the future, so I'll get a chance to visit the things you highlight myself.
That's the Wallace building with the cool water and lighting, mate. The corporate building in Blade Runner 2049 is Wallace's offices. Supposedly the designs are based on the works of Barozzi Veiga. Wallace owns the old Tyrell pyramids, but we don't go in them in the sequel.
A great video! I also agree they need to class up the trash can it feels like they were last minute add in to keep people from asking them why didn't they add in trash cans. I also think they need to do something with the middle of the main hall its really empty after they took away the cannon.
Preloading rooms play a big role in how these entrances in video games are designed. They have to unload parts of the levels before you can move into the next.
I suspect the building serves a more practical use. Remember that intimidation is a negotiation tactic, and you are probably at a deep negotiation disadvantage if you are going to HQ to make a deal. So the lack of intimate space is likely intentional. Any client or business prospect worth as much as Hurston likely gets a separate "softer" space the likes of which we may never see. Base on Lore we don't see a whole lot of evidence that Hurston always acts in good faiths towards its workers & clients, so the design may tie in with the lore.
I would LOVE to see a series on Hitman (2016). Some of its levels are amazing both in terms of game design and aesthetics. The final level in Hokkaido is amazing.
I love your voice, it definitely helps pull me in to the tour and review a little more fully. I've been interested in getting into architecture and design but I have no where near enough to attend college at this time. Are there any books, videos, and or courses you would recommend getting?
It seems like this series should be boring but the obvious expertise that you bring makes it all work. Most of us laymen have no idea why a space looks great or doesn't, and hearing clear and defined reasons why it does or doesn't is a great time. Keep up the great work.
A nice review, and certainly one that hits quite a few solid points. In particular, I think this is a better -architectural- review than, say, the ones for the Constellation Phoenix was. In particular, I like the impression made that the CIG team did a good job designing a lot of the CBD's aspects, taking cues from architecture -- especially since it's alongside the acknowledgment that these aren't architects, that that in and of itself explains some of the mistakes. In truth, there are a few game design principles that are in direct odds with the architectural principles you're talking about, and I think your previous videos highlight the conflict of those principles. At one of the baser levels, a game designer often follows the rule of "add detail until it looks done", because that sort of in-your-face impact is what a game designer is normally looking for in everything - and in a lot of cases, that in-your-face detail is used to either disguise or highlight gameplay elements. It's from this that you have the persistent clutter in shooters and tactical games like XCOM, because players and enemies both need cover, but it can't just be a big cube to hide behind, or the same rock or crate every time. Game Developers are also seldom faced with the idea of an area that only exists to be moved through that isn't also connected to the need to create LOS blocks so players can seamlessly transition from one loading area to another. While an architect often understands that understatement and a relative scarcity of detail makes sense in a structure and works to its advantage, that imperative has a fight on its hands when confronted by a designer's itch to add, add, add. The end results are things like the interiors of the 600i and Constellation Phoenix, which are relatively poorly-conceived from the architectural standpoint, but then either left without any (or enough) detail added, or with poor or inconsistent detail choices, because those designers -DO- see the clean lines and understatement of EFFECTIVELY sparse environments, but they don't have enough experience to recreate them.
That was a really well thought out response, thank you for your compliments. I think they did a better job than some real architects to be honest. So-so designers often forget ceiling and floor surfaces as an important element to design, focusing on bigger gestures like walls and the size of the space. They seem to have a more 3 dimensional approach that shows they are accomplished and skilled professional designers. I really am very impressed with their attempt at architecture, it's impressive by any measure or standard.
I am too - and the Lorville CBD is, I think, the first really successful 'sparse' location they've designed in a large scale -- and it's the first MAJOR area designed that way. I think as they design more bespoke areas like the CBD, they'll get better and better at it, just as they have with the interior layouts of the larger ships, and the concepts of ships in general. We already have a pretty good idea of what Arccorp will look like, but I would love to see a sparse, orderly, almost sterile sort of environment for Microtech - something like an homage to 1970's-era sci fi, like Logan's Run. Then they can learn how to put the smaller decor pieces in place that are less architecture and more interior design - the things that are kind of missing in the 600i and inconsistently done in the Phoenix.
Has anyone else noticed the damage to the orimental pathway divider at 2:02? The damage is most prevalent at 2:09 - 2:12 . It doesn't look like those chips are intentional, it looks like neglect. I would agree with the people here that the current executives are not nearly as capable as their ancestor, and this company is not nearly as monolithic as it appears. I'd love to hear the lore of this place.
I agree 100% regarding the trash cans and fire extinguishers. It may be that the CIG designers were running out of time, and plugged in some standard objects. This reminds me btw, about some props for ST:TOS. At one point they purchased a bunch of exotic salt shakers for the mess hall set. Problem was, on film, viewers couldn't tell what they were. So off to the Desilu cafeteria they went, and borrowed some standard salt shakers. Problem solved. They realized that some things are so utilitarian, that exotic designs are unnecessary. Oh and the exotic salt shakers? They became some of McCoy's medical instruments.
Which is worse in your opinion, a game that shows misplaced trash cans and extinguishers (Like this) Or one that lacks things like that? Biggest example being how there's no/very few outhouses or bathhouses in Skyrim, despite it being a high medieval era Scandinavia, where bath houses existed, as did having separate rooms for only toilet use I bet that there's a team for furnishing a space, and a team for building the actual structure. Or well, a specified person(s) for each
@thing guy person Uh..... a lot of people nitpick this stuff. Nitpicking this stuff is LITERALLY HIS JOB! He's a damn architect (Successful too) He even gives credit that despite not having any credentials or actual education in architecture and such, the developers do very well in most aspects of design. He makes this series to help the designers get a better grasp of their designs. How is it doing it for views? He seriously enjoys this stuff, I've listened to casual conversations with him where he talks about this stuff. He isn't getting enough views to be a professional youtuber, so it's not like he's making much money from it.
muh immersion people, but CR is big on immersion himself, he would probably bitch if they did not account for trash cans and fire extinguishers and bathrooms and etc, after all all those factors into the gameplay also being that NPCs and players to some extent will have to eat drink, use the bathroom, clean their rooms and ships, and etc. Something i am kinda into when i draw or design stuff making something feel functional and actually be functional is something many games and artists simply blank out on for design or pushing art. Or they simply never think or consider the details of living and navigating that space. Something CIG has gotten better at though, early designs and ships some were just god awful from a art and usability standpoint. Newer designs thou seem much improved, still wish they had a few actual ship designers and architects on staff to aid the 3d artists.
Well, thats one of the reasons star citizen feels so realistic, imperfections on a human scale, not on a developer scale, which i think is awesome. of course you got to get rid of the trash you have on hand, of course there needs to be ventilation, i think breaking a design line here is perfectly fine, since, for example, you find exactly these things in incredibly well designed airports and train stations! the lack of food and drinks in lorville though are a different story, i think a giant train station like that would have at least a vending machine somewhere between mr. hurstons office and the actual train station, to get that panic snack before an important meeting going! anyway, as always, good review and nice attention to detail.
From a design standpoint, your critiques make sense in terms of the trash cans and fire extinguishers. From a storytelling standpoint, it makes perfect sense. Consider the building itself, then consider the family that owns it. Large, flashy, overbearing, wealthy. It's all a charade, though. A facade to distract you from how unstable the family actually is. I mean, look at the dude in the back office whose a member of the family. He seems like he's perpetually in over his head. It wouldn't at all surprise me if that building was in a constant state of going up in flames. So it would make sense to have these items where they can be readily accessed.
Not really, it's just that they don't care. It's a corporation, if low lighting does not impact production they will only do the bare minimum. It's not supposed to look welcoming the whole place isn't supposed to.
@@mobiuscoreindustries If this would be a production facillity i'd agree. But this is more of a representative shrine. I mean if you look at a HQ of a big company on earth you'll see that they go out of their way to make it look impressive AND nice.
Well done on this one, sir. You helped articulate better something that was subconsciously nagging me as to what I somehow mildly disliked about the Lorville worker's sector, that I couldn't quite put a finger on. It's the "over-busy-ness" of the whole infrastructure of the area. (I.e., not just the buildings themselves.) It IS kind of successfully "immersive"... in a way. But in some sense it paradoxically does so by merely saturating you with a pervasively distracting feel, just from all the structural "clutter". A REAL master-planned low-rent worker's district, to my mind, would inevitably be by its very nature, much more PLAIN. Just utilitarian enough to be functional. Simple and austere just due to the underlying economic reason for the place to have been built at all. I think you've correctly identified the crux of what's going on in this regard with CIG. They're "reaching", perhaps over-reaching in some sense (at least in the matter of practical architectural realism) purely to attempt the "wow" factor. To show off the capabilities of the engine, AND the aspirational talents of the designers (who are not actually architects, thus lacking some foundational -- no pun intended -- concepts of the discipline).
I was surprised when you said the trading floor is ridiculously big, I thought it's much too small compared to real life trading floors and this is meant to be the largest corporation around. Just search google images for typical wall street trading floor, they are ten or twenty times this size and FULL of people, I can't imagine it being so much smaller in such a huge and important building like this.
The look of this building reminds me of one of my favourite quotes from the Hitch Hiker's Guide to the Galaxy novels, describing Milliways, the Restaurant At The End Of The Universe:
"Clearly, very little expense had been spared in giving the impression that no expense had been spared."
Hearing your critiques and remembering back to how CIG's devs have talked about Hurston Dynamics and this building in particular, I wouldn't be surprised if a number of the flaws were intentional. Obviously the building was created long after the death of the man this building is in part a monument to, and like other business empires the children might have been raised to know what power looks like, but didn't have the mind for it like their parent. They understand the grandure but lack the attention to detail that was likely the secret to their parent's success, and so they direct how they want the building to look, and don't think of things like HVAC and the common people necessities like garbage cans and fire extinguishers. When the architects mentioned it, if they dared to, they were probably waved off, and then simply didn't include it, and left that to the engineers who had to build the damn thing, saw no consideration was made for vents and whatnot, and so just put in generic fixtures because you had a deadline.
The children when viewing the finished space probably didn't even notice the vents and garbage cans and whatnot, they just saw the grandeur of it and patted themselves on the back for honoring their ancestor so handsomely.
I love it.
@Papel Higiênico that doesn't necessarily make it bullshit. To tell those kind of stories subtly via the spaces in game can be an absolutely viable tool. That said, it might as well be a mistake, i don't know the processes and that go into the design at CIG. But neither do you (I assume).
One of the things I really like about Morpholgis' series is the constructive tone of it. There is no trace of some misguided need to hold CIG accountable for the disservice they do to their community. He understands that it's a big and complex process done by humans who by definition aren't perfect. And he trys to give constructive input while also creating entertaining and educational videos for his community. That's fuckin dope.
@Papel Higiênico Possibly, but then again there's "lore"behind why the light sabe duels are different between the original and the prequel starwars trilogies. There's lore because of Samuel Jackson's purple lightsaber, the actor wanted something cool rather than some planned thing.
Mistakes can cause interesting lore
@Papel Higiênico you know, in real life plenty of buildings and areas, especially the largest ones, are full of flaws and bad design, but we dont care because its not their mission. The district reflect arc corp and the planet as a whole : towering, imposing, oppressive, but very rough around the edges, full of barely hidden bad stuff, and not a single regard for future consequences of the design. It's just like the planet, taken over by a corporation barely abiding to the lowest of health standards, polluting, harvesting and oppressing the population for more profits for the towering company.
@Papel Higiênico No, I'm putting forward the possibility that these design flaws are there on purpose as part of the story of the building as much as the gold trim.
We've seen vid docs about why they built a hab with the coffee machine being off center because the occupant was a slob.
If we know they have a history of being aware of such details, why presume other "flaws" are not also intentional?
100% agree. The business district is the most amazing aesthetic designed area in the game so far.
"Kids, 30 years ago your Uncle Marshall was taking the bar exam and I'd just won the contract to design the Hurston Dynamics building..."
I love this series! Keep it up man.
I absolutely love this series. Your unique eye provides context and validation to my own feelings about spaces that I can't articulate as clearly as you can.
Me too for both parts
Another excellent architect's review. I've said it before, but I think the tone and cadence of your voice along with your insights into the principals behind the architecture itself are what make these particular videos very watchable and intriguing. You asked us to comment on other locales we might want to see and I would like to request either the Citadel from Mass Effect or the Nexus from Mass Effect: Andromeda. Both are interesting architecturally to me at least. Now I do have a question: may we request an architect's review of a locale not in a game, but in a movie? I don't know how well that would work out, but I wouldn't mind see you review the Battle School from Ender's Game and its use of three dimensional space inside the Battle Room. I wouldn't mind hearing your thoughts on space architecture in relation to spaceborne structures as the orientation of up, down, or side to side really depend on how you view them.
What he said :)
Me three, I love this series thanks :)
Been getting into more of your content lately and boy I seem to have been missing out
Tell me about it. Much like Splitsie, I never really bothered with it. But then I learned lol
This is different.... not reviewing ships but rather a location but i like it equally. Awesome that you switched things up, keep it up!
I agree that the Blade Runner corporate building is a great reference for star citizen.
As a game artist myself we learn how to expose information to the player as clearly as possible. Function over form.
Love your videos. Definitely adds a different point of view I can think about in my future designs.
No lie, the future meme will become “can it run Star Citizen?”
I have played this a bit and once in, you can see what they are going for and it’s never been attempted. If achieved, it will be HUGE.
MMO+FPS which is already solid+Flight Sim. If we get instances to hold more than 50, then wow...
lol By the time Star Citizen comes out we'll have quantum computing, so everything will run Star Citizen. :P
In all fairness though, SC is so ambitious that I'm beginning to see it less and less as a "game that will come out in the future" and more as the "game that will become the great-granddaddy of all full-immersion VR games". SC may never actually release, but it literally HAD to happen. Whether SC succeeds or fails, future VR developers will use it as a template/guide when creating fully lived-in virtual worlds.
SC is the tricycle, full immersion VR is the two-wheeled bike. You can't learn to ride the latter without trying to ride the former first.
Joel Gawne I absolutely agree with you, especially when you consider all the tools that were specifically created for this game because they simply didn’t exist before that can now be used by similar future projects.
500/600 now* 😂
For the workers district, I work in a factory, and it is extremely busy place. The building was made by an architect for no reason other than to make sure it didn't fall over. Everything inside was built by businessmen and engineers who want to cramp as much equipment into the smallest possible space. Walk ways are small, equipment hangs in seemingly random places, why, IDK, but it's there.
My biggest criticism is that I think that the lighting of the rooms is almost always too dark. It's such a dark game, almost every place is very dark. When I compare the reviewed place to real world pictures of buildings like the Deutsche Börse, the Trump Tower in NY, the Wall Street Stock Exchange or other company or government buildings, it's a difference like night and day.
I wish for more bright and welcoming places comparable to the citadel of mass effect for example.
Well there is, it's just not hurston you want to look for then. This is a planet taken over a corporation, polluted to the point of near non viability, with corporate police around the clock to keep the civilians in line. Its DARK, and so the ambiance should reflect that.
If you want a more welcoming area, earth or microtech will probably be much better areas, where riches, technology and progress leave the area to be cleaner and much more welcoming.
@@mobiuscoreindustries That is a good point, but still hundreds of people live and work there, and if I were rich I wouldn't want me or any of my more valued employees to sit in the dark like that.
We're not talking about an area where the common folk is present, this is meant to be a financial or business area.
@@singulosta And still, there seems to be a lot of men standing alone or idly walking around doing nothing. What are they doing? Everyone is just loitering, waiting for something, by themselves..?
@@singulosta Ah, but put yourself in the shoes of a Hurston. You're not just rich, you're, like, 15 Jeff Bezos... Bezoses.. Bezi.. you're probably so disconnected from anyone else that, so long as they're sustaining your wealth and power, you care more about a smudge on your bajillion-foot gold statue in the lobby than whether or not their comfortable in your business-dungeon.
Agreed.
Just subbed because of this series, congrats on 70,000 subs!
Great series, I'm loving these. I think the word you're searching for in your closing statement is 'reductionist'. As a general rule, at least as UI designer, it's harder to take something away than it is to add it. When you apply a reductionist mindset to a design (or space in this case), you reveal the true essence of that design, the parts that are required. You'll also find that common elements reveal themselves and the language becomes far more cohesive overall. Keep up the great work Morph.
Very interesting, thanks for your contributions to our SC Hobby.
Must say that when I first saw "An Architect comments on ship design", I thought "cool, that's new".
I soon realized I was beginning to
view the game and designs in the "real" world from a unique angle...
What began as a novelty story has become something I look forward to with your series.
I've never noticed the fire extinguishers and HVAC before...and now I cannot unsee them. Nice video 😊
Agreed.
In all honesty, it kinda makes sense. Depending on how long this building has been there in this world, it makes sense that they'd be replaced and eventually, necessity would displace them from their original, planned locations.
Walk ways raised on both sides of the entrance, provides a relaxed off hand kill zone to quietly state that security will be enforced even before you make it into the loby. Foreboding power is shouting at you and practical security is low key, Trash cans are well placed for disguised security turrets.
are you sure those are turrets?
lol you find out when you try to put trash in them... That makes no sense
Best comment that makes no sense whatsoever
Level designers are generally very good with playing with spaces. Level design have learn a bit of this from architecture, sure, but it also a process of self discover. May level designers never really read about architecture yet build spaces to be play spaces and so converged in some similar ideas. This actually leads to two different parts of level design. One that based of a more abstract notion of space. Something you would see in old Doom where the space just suggest function but is really more about setting up interesting encounters, navigational challenge and interesting views. On the other side we have level designers that try to copy real world space like you have in Duke Nukem 3D to use a other game from the same era. Today a skilled level designed can combined the two approaches creating a space that is both interesting spacial wise and yet has feeling of functionality to it. Not just being a play space for the play space sake. So it not that odd that a level designer actually is better with playing with space.
A other interesting aspect is that a lot of the spaces in level designers make is more massive in general. Now the Business distract in Loville is made to be a very large space to make you feel tiny. But this is done for a other reason as well. The way the camera works in games make a space feel more claustrophobic. Especially if you use a 3rd person camera. If you use VR this pretty much dispersers on the other hand. So to less this effect you make the player smaller. It also aid with navigation as in the real world is not to hard to pass a person in a tight corridor but in a game it can be a nightmare. Of course this also depends on the game. If you character is running at the pace of a rocker like in the original doom then you need spaces to be even larger. Of course Star Citizen is going for more realistic sizes when it comes to these spaces. But there is a reason why ships tend to become a bit bigger then first planned. The original mustang was not super cramped really by real life standards. No one would call it spacious but it would not feel to cramped ether. But due to the way camera works and how the character moves the spaces afforded by the original mustang did feel a bit claustrophobic. You see the same thing with a Aurora really. It feels like a small space but compared to a car it actually quite a lot for a single person. I mean when did you last time have enough space to stand up behind the drives seat in a car? That is only something which a bus really affords.
This series is the best. And your voice makes everything a chill experience
Great analysis. I agree for the most part but I think this is where games and real life dont match up with regards to the excessive detailing. Most video games do this for the most part to promote interest in lots of areas, increasing the potential for one to study the area for that detail, to explore things further (As well as show off the engine ;) ). Also there are reasons other than architectural purposes that you have areas that drop down in size then go up in size. They are used to cull out geometry for rendering purposes. If you notice that is why many games funnel you through walkways and dont have one large room leading into another large room. Otherwise they have to worry about rendering things in that distance that are seen. Not saying that was the case here but its something to consider.
The mirrored hallways most likely were done to save time and cut down on extra geometry. Could they make another non identical hallway? Sure, but that takes a little extra time that in the big scheme of things may not be worth the cost versus getting that area out on time. Trash cans are most likely reused and were probably added after the initial work was done. A lot of work with game assets deal with performance and time savings. That has to be balanced versus getting it perfect or matching a real world environment. But your critique is warranted for sure from the architectural perspective - it could be better in areas.
The first time I saw the garbage cans I wondered where the pickup people were hiding. Thanks for the critique. Looking forward to more.
With the rework of Lorville, this video might need a revisit.
The Tyrell building works because of the large uninterrupted shapes. That picture you posted emphasizes this. The giant walls leaning over the people. There is no extra detail required. It is a huge piece of concrete leaning over everyone below. Very oppressive feeling. If they had put all sorts of beams or accents on those walls it would break up the expanse and detract from the feeling. The Hurston building is similar but because of all the extra details everywhere the eye is distracted. And yes, the lighting in the Hurston building is not good. Areas like the show room should be bathed in light not using harsh direct light in the face of the customers. The room is just way too much contrast. Giant very bright white lights and dark walls and floor. Then you have an area like the executive suite entrance you mentioned. I feel that is a nice space, but not for the executive suite. It is way too plain and small. Like they are trying to hide it. If that is the case, then why is it the most well lit area in the building? If you want people to see it and the security guarding it, then make it grandiose.
Love your take on the construction of this game. Keep up the work.
I think that they made the office like that to make the person in it feel vulnerable. The board members have the real power kind of thing.
Those images are from the Wallace Corporation. The Tyrell Corp building is the big pyramid structure from the original Blade Runner
Nice review Morph, thank you.
An architect reviewing an architectural structure this time - very appropriate!
=))
Excellent presentation and review of this building. I enjoy hearing all the details and the fact that it's never boring. Keep up the good work. ✌😀
Awesome video yet again, really loving this series so far! Also please keep pointing out trash cans and fire extinguishers in other architectural reviews!
Didn't think I'd like this video, but man was I wrong!
Very nicely done! Please keep doing more!
This vid just popped up in my feed so thought I would check it out. Was very interesting, I've never given much thought to a games spaces past "oh that looks cool" An enjoyable watch thank you for the break down.
Those reference images are from the Wallace Corporation's Earth Headquarters. The original Tyrell Corporation building was built like a pyramid and the parts of it that we see are decorated like an Egyptian palace. This fits in with the owl motifs of the Tyrell Corporation.
You should be hired :)
A little thing I disagree is the fact I think it's good to be overwhelmed by a lot of detail in the "poor" or "low life" area.
i can't wait to play this game when it's all running, it's going to be so damn immersive with almost unlimited gameplay options
Enjoyable series you've created! I'd like to see you do an architect's perspective on the outposts located on various moons. I wonder how you perceive those - habitats, labs, work areas, and overall layouts - architecturally.
Thanks for putting in pictures of the Tyrell Building interiour at the end. That way it is easier for non-designer/architects like me to understand what you mean.
Its amazing how the game paid attention to so many things considering they did buildings, ships , bases , planets & environments all in one
As a french architect and arch viz / game developper I found your video really interesting and would love to see some other places/games analysis. Imagining a futuristic environnment is the hardest part because it has to take in count evolution of the society and of the technology and needs a visionary look ; and often game developpers are not conscious of all those things we learn during architecture studies. Cheers!
Keep up the "Architect" series! Im loving them. Cant wait to see more of it as new assets make it into the game.
Gods, this dark, blue light would make me depressed if I had to work there.
I so enjoy your architecture reviews.
Another great review, Morphologis. I love these videos. As some one who appreciates architecture, I find it interesting how elements of this game seem very well thought out and not just a hodgepodge of "cool" affects. They are very good at lighting and materials and have a real sense of appreciation of usable space, which is awesome. Keep these going!
Fuck yeah another one of these vids. I love these vids because I don’t have a pc and this game makes me think of what humans can achieve in the future. Keep it up man
Great job once again. I can't wait for your review of the 890 Jump! You know... When it's out...
I really love your critique of the architectural styles within the game.
An architectural review I would love to see you make is of Palisade Bank from Mankind Divided, one of the most interesting design languages I've seen in any game. Keep them coming, your Architect Review series is fantastic.
As someone who has little understanding of architectural concepts, everything you detail makes a lot of sense. Who knew architecture speak could be fun.
Your analysis and reviews are really good, I really enjoy the insight.
Sending respect & love for your continued good content
I am now where near the level of architect as you, but everything you say makes perfect sense. I got most my education in the army so we didn't build with style in mind. Love the videos and the education
@Morphologis I’d like to conjecture your point about the trash can and the air vent and such. As a large and wealthy business it makes sense as the space is super cozy and beautiful. You don’t want your workers forgetting they are at work (indentured servants or not). So by breaking up the beauty with some minor industrial elements it breaks the workers out of a trance of awe and keep them aware of the job at hand. It might also be able to save the company money which every company wants.
Great video Morph, if I wasnt already a backer I would become one now :)
Although I learned a thing or two about using a small space and stairs to guide you into a more meaningful and greater space. It's good you acknowledge that these things are still only your opinion.
Love it
I genuinely love these videos. Thank you!
Wonder if CIG is watching this and taking notes. Thanks for another awesome vid.
Love your videos mate. And thanks for letting me fly your hammerhead the other day.
Another fascinating video, looking forward to more
I'm really enjoying this series.
That's amazing Merlin work :)
I really like these videos. I'm a graphic designer and I'm learning a ton about designing "spaces" with these videos. Amazing stuff. And I totally agree, Star Citizen has, over all, a very "polluted" visual. In the sense that there's just too much in just about every place, ship, etc.
Hey Morph, I quite enjoy these. Being a SC sceptic, I still can't fault the designs of their ships, most of them look awsome. So your videos let me enjoy that aspect of it and I would gladly watch more tours of ships and places.
Hopefully I will be proved wrong in the future, so I'll get a chance to visit the things you highlight myself.
Learning and playing at the same time, it works.
That's the Wallace building with the cool water and lighting, mate. The corporate building in Blade Runner 2049 is Wallace's offices. Supposedly the designs are based on the works of Barozzi Veiga. Wallace owns the old Tyrell pyramids, but we don't go in them in the sequel.
Apart from the in-wall stuff you mentioned, no, the architecture's perfect. But it's subjective tastes in style at that point. :D
Great video!
You know what you have just sparked my interest in architecture. And strangely it also ties with my hobbies .
very interesting and learned so much. Thanks!
Terry Pratchett nailed it with "Look how much space I can afford to waste."
Very good analysis. Thank you.
A great video! I also agree they need to class up the trash can it feels like they were last minute add in to keep people from asking them why didn't they add in trash cans. I also think they need to do something with the middle of the main hall its really empty after they took away the cannon.
Loved this!
I think the best ,,architect'' video so far:)
Can't wait for ArcCorp
Preloading rooms play a big role in how these entrances in video games are designed. They have to unload parts of the levels before you can move into the next.
Amazing how this content is easily 100X better thatn any program you would find on the telly
I wish they would hire you to design a ship or two. The level of realism Star Citizen is shooting for demands nothing less. Great series.
wow those trash cans and extinguishers are really jarring now that you mentioned it lol
I suspect the building serves a more practical use. Remember that intimidation is a negotiation tactic, and you are probably at a deep negotiation disadvantage if you are going to HQ to make a deal. So the lack of intimate space is likely intentional. Any client or business prospect worth as much as Hurston likely gets a separate "softer" space the likes of which we may never see. Base on Lore we don't see a whole lot of evidence that Hurston always acts in good faiths towards its workers & clients, so the design may tie in with the lore.
I'd like to see your oppinion on Grim Hex and possibly even some of the other landing zones. Love your videos btw, keep them coming. :-)
I want to see Hurston start making massive luxury battleships using the CBD's design language.
This series is so well made man!
I would LOVE to see a series on Hitman (2016). Some of its levels are amazing both in terms of game design and aesthetics. The final level in Hokkaido is amazing.
That tunnel-like enterance seems like it might also serve as a defensive chokepoint.
Would not be shocked if there was an army of autoturrets hidden behind concealed panels
I love your voice, it definitely helps pull me in to the tour and review a little more fully.
I've been interested in getting into architecture and design but I have no where near enough to attend college at this time. Are there any books, videos, and or courses you would recommend getting?
It seems like this series should be boring but the obvious expertise that you bring makes it all work. Most of us laymen have no idea why a space looks great or doesn't, and hearing clear and defined reasons why it does or doesn't is a great time. Keep up the great work.
great job, I can't wait for your video on area18 (because I know you will do it :)
*Builds 100 billion dollar building, can't afford to integrate fire extinguishers or trash cans into the walls*
I like this series. It would be cool to see you do it for some Space Engineers workshop ships.
very interesting this is 1st watch of your videos..and to be Honest...i learned alot..."Computor Graphic Architectural Design"
A nice review, and certainly one that hits quite a few solid points. In particular, I think this is a better -architectural- review than, say, the ones for the Constellation Phoenix was. In particular, I like the impression made that the CIG team did a good job designing a lot of the CBD's aspects, taking cues from architecture -- especially since it's alongside the acknowledgment that these aren't architects, that that in and of itself explains some of the mistakes. In truth, there are a few game design principles that are in direct odds with the architectural principles you're talking about, and I think your previous videos highlight the conflict of those principles. At one of the baser levels, a game designer often follows the rule of "add detail until it looks done", because that sort of in-your-face impact is what a game designer is normally looking for in everything - and in a lot of cases, that in-your-face detail is used to either disguise or highlight gameplay elements. It's from this that you have the persistent clutter in shooters and tactical games like XCOM, because players and enemies both need cover, but it can't just be a big cube to hide behind, or the same rock or crate every time. Game Developers are also seldom faced with the idea of an area that only exists to be moved through that isn't also connected to the need to create LOS blocks so players can seamlessly transition from one loading area to another. While an architect often understands that understatement and a relative scarcity of detail makes sense in a structure and works to its advantage, that imperative has a fight on its hands when confronted by a designer's itch to add, add, add. The end results are things like the interiors of the 600i and Constellation Phoenix, which are relatively poorly-conceived from the architectural standpoint, but then either left without any (or enough) detail added, or with poor or inconsistent detail choices, because those designers -DO- see the clean lines and understatement of EFFECTIVELY sparse environments, but they don't have enough experience to recreate them.
That was a really well thought out response, thank you for your compliments. I think they did a better job than some real architects to be honest. So-so designers often forget ceiling and floor surfaces as an important element to design, focusing on bigger gestures like walls and the size of the space. They seem to have a more 3 dimensional approach that shows they are accomplished and skilled professional designers. I really am very impressed with their attempt at architecture, it's impressive by any measure or standard.
I am too - and the Lorville CBD is, I think, the first really successful 'sparse' location they've designed in a large scale -- and it's the first MAJOR area designed that way. I think as they design more bespoke areas like the CBD, they'll get better and better at it, just as they have with the interior layouts of the larger ships, and the concepts of ships in general. We already have a pretty good idea of what Arccorp will look like, but I would love to see a sparse, orderly, almost sterile sort of environment for Microtech - something like an homage to 1970's-era sci fi, like Logan's Run. Then they can learn how to put the smaller decor pieces in place that are less architecture and more interior design - the things that are kind of missing in the 600i and inconsistently done in the Phoenix.
Has anyone else noticed the damage to the orimental pathway divider at 2:02? The damage is most prevalent at 2:09 - 2:12 .
It doesn't look like those chips are intentional, it looks like neglect. I would agree with the people here that the current executives are not nearly as capable as their ancestor, and this company is not nearly as monolithic as it appears.
I'd love to hear the lore of this place.
I agree 100% regarding the trash cans and fire extinguishers. It may be that the CIG designers were running out of time, and plugged in some standard objects. This reminds me btw, about some props for ST:TOS. At one point they purchased a bunch of exotic salt shakers for the mess hall set. Problem was, on film, viewers couldn't tell what they were. So off to the Desilu cafeteria they went, and borrowed some standard salt shakers. Problem solved. They realized that some things are so utilitarian, that exotic designs are unnecessary. Oh and the exotic salt shakers? They became some of McCoy's medical instruments.
Which is worse in your opinion, a game that shows misplaced trash cans and extinguishers (Like this)
Or one that lacks things like that? Biggest example being how there's no/very few outhouses or bathhouses in Skyrim, despite it being a high medieval era Scandinavia, where bath houses existed, as did having separate rooms for only toilet use
I bet that there's a team for furnishing a space, and a team for building the actual structure. Or well, a specified person(s) for each
@thing guy person Uh..... a lot of people nitpick this stuff. Nitpicking this stuff is LITERALLY HIS JOB! He's a damn architect (Successful too)
He even gives credit that despite not having any credentials or actual education in architecture and such, the developers do very well in most aspects of design.
He makes this series to help the designers get a better grasp of their designs.
How is it doing it for views? He seriously enjoys this stuff, I've listened to casual conversations with him where he talks about this stuff. He isn't getting enough views to be a professional youtuber, so it's not like he's making much money from it.
Lol that’s fucking true dude, where did all the people in Skyrim poop and bathe. I don’t remember seeing a single thing like that
muh immersion people, but CR is big on immersion himself, he would probably bitch if they did not account for trash cans and fire extinguishers and bathrooms and etc, after all all those factors into the gameplay also being that NPCs and players to some extent will have to eat drink, use the bathroom, clean their rooms and ships, and etc.
Something i am kinda into when i draw or design stuff making something feel functional and actually be functional is something many games and artists simply blank out on for design or pushing art. Or they simply never think or consider the details of living and navigating that space.
Something CIG has gotten better at though, early designs and ships some were just god awful from a art and usability standpoint. Newer designs thou seem much improved, still wish they had a few actual ship designers and architects on staff to aid the 3d artists.
Well, thats one of the reasons star citizen feels so realistic, imperfections on a human scale, not on a developer scale, which i think is awesome. of course you got to get rid of the trash you have on hand, of course there needs to be ventilation, i think breaking a design line here is perfectly fine, since, for example, you find exactly these things in incredibly well designed airports and train stations! the lack of food and drinks in lorville though are a different story, i think a giant train station like that would have at least a vending machine somewhere between mr. hurstons office and the actual train station, to get that panic snack before an important meeting going! anyway, as always, good review and nice attention to detail.
From a design standpoint, your critiques make sense in terms of the trash cans and fire extinguishers. From a storytelling standpoint, it makes perfect sense.
Consider the building itself, then consider the family that owns it. Large, flashy, overbearing, wealthy. It's all a charade, though. A facade to distract you from how unstable the family actually is. I mean, look at the dude in the back office whose a member of the family. He seems like he's perpetually in over his head. It wouldn't at all surprise me if that building was in a constant state of going up in flames. So it would make sense to have these items where they can be readily accessed.
This channel is so good! I love these videos!
Hey Morph, can you do an architect review of the Nostromo from Alien?
Must be a fairly poor company.
They can't even afford enough lightbulbs to light their buildings properly.
Not really, it's just that they don't care.
It's a corporation, if low lighting does not impact production they will only do the bare minimum. It's not supposed to look welcoming the whole place isn't supposed to.
@@mobiuscoreindustries
If this would be a production facillity i'd agree.
But this is more of a representative shrine. I mean if you look at a HQ of a big company on earth you'll see that they go out of their way to make it look impressive AND nice.
More like cheap.
I love those kind of videos!! Also: Am I the only one liking his silky smooth voice? :D
I really enjoy these vids good stuff man 🤙
I love these Morph. Keep it up :D
Those conversation places need some plants or bushes to break up the marble and concrete.
Well done on this one, sir. You helped articulate better something that was subconsciously nagging me as to what I somehow mildly disliked about the Lorville worker's sector, that I couldn't quite put a finger on. It's the "over-busy-ness" of the whole infrastructure of the area. (I.e., not just the buildings themselves.)
It IS kind of successfully "immersive"... in a way. But in some sense it paradoxically does so by merely saturating you with a pervasively distracting feel, just from all the structural "clutter". A REAL master-planned low-rent worker's district, to my mind, would inevitably be by its very nature, much more PLAIN. Just utilitarian enough to be functional. Simple and austere just due to the underlying economic reason for the place to have been built at all.
I think you've correctly identified the crux of what's going on in this regard with CIG. They're "reaching", perhaps over-reaching in some sense (at least in the matter of practical architectural realism) purely to attempt the "wow" factor. To show off the capabilities of the engine, AND the aspirational talents of the designers (who are not actually architects, thus lacking some foundational -- no pun intended -- concepts of the discipline).
I was surprised when you said the trading floor is ridiculously big, I thought it's much too small compared to real life trading floors and this is meant to be the largest corporation around. Just search google images for typical wall street trading floor, they are ten or twenty times this size and FULL of people, I can't imagine it being so much smaller in such a huge and important building like this.