Furniture by Game Mechanics

by Jin Lovelace, HSM filmmaker

Recently, I’ve started to appreciate the aesthetics of PlayStation Home furniture.

I’ll admit, I’ve lacked more than the basic interior designing skills in the past, mainly due to the general increase of estate sizes; it’s a pain to attempt furnishing most of the larger spaces, especially when you lack varying styles to compliment them.

So, instead, I wish to take you through some thoughts and feelings in regards to GM’s new furniture release in Home. There’s a great article written by Burbie52 – whom I draw decorative inspiration from — which I encourage you to read; she really hit a few nails on the head when it comes to how these items are an evolving step in the right direction for Home furniture. I’d also recommend checking out BONZO’s article and John Ardussi’s letter to the community; after all, it’s not every day that a developer personally writes an article for a Home media site to publish!

The biggest functional improvement is, of course, being able to place tables and chairs very close to each other; although I’m not a fan of racing or racing aesthetics (nothing against the fictional Contender line; it just doesn’t do anything for me), the pure functionality of these items is a very welcome change, which I suspect may be adapted by other developers soon. The picnic table, in particular, should fit in nicely throughout any number of nature-themed estates.

I also found the Canvas Chairs to be really neat. So many ideas come to mind with these, particularly for group and club meetings. You can add text to the chairs, all for the expense of four furniture slots. Very nice, indeed. This is the party piece from Game Mechanics’ debut lineup, and it succeeds in making quite a statement.

I threw together a very quick sample video of the new GM commodities in a fanciful personal estate, in order to see how they would look in a vastly different setting than Harbour Studio. Surprisingly enough, they still blend in well. You wouldn’t expect racing-themed furniture to work in a setting as wild as Aurora, and yet somehow the stuff still fits. When we as consumers shop for Home furniture, one of the questions we have to ask is how many of our estates this stuff will look “proper” in, and John Ardussi’s items are remarkably versatile.

 

November 23rd, 2012 by | 2 comments
Jin Lovelace is a machinimist and team writer for HomeStation Magazine, as well as the founder of Twilight Touch Inc. -- http://twilighttouchinc.com and http://youtube.com/twilighttouchinc. When not found in PlayStation Home, Jin studies graphic design and illustration (character design and fashion), gaming, and the culinary arts.

Twitter

Share

Short URL:
http://psho.me/CG

2 Responses to “Furniture by Game Mechanics”

  1. deuce_for2 says:

    There is function and there is form. I think from all the feedback that we really nailed function in terms of creating items that people quickly see the advantage. That alone makes our items a success.

    As soon as you pick a form, you will have fans, haters, and others who will slowly warm up to what you are doing. I once created a game that sold six copies. Of that, it is four of the people who bought its favorite game of all time. So I know this.

    We do not expect everyone to agree with all our choices. But hopefully, as you have done, people get a chance to look at what we have done and find something that pulls them in.

    We see furniture like spices. Maybe you don’t buy every item that we sell, but you spice up your apartment with a clock here, a desk there, maybe a canvas chair in the corner or a picnic bench outside.

    Our goal is to be true to ourselves, but make sure to listen to our customers. I think you will be excited about what we have moving forward. Thanks for a quick second look that I hope will help others do the same.

Leave a Reply

Allowed tags: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>


+ 5 = fourteen