What we end up, most of the time, is a highly utilitarian building. A place for everything and everything having its place. When designing our buildings, most of us will have in mind the security of the building, and its function. "If this were a real building", we think, "then it would make sense tht this room have quick access to that room" and etc.
This is our curse! Our analytical minds. What of style over substance?! Think about Blade Runner, and your assorted other Cyberpunk movies. Cyberpunk, this vision of a future of ours, is actually strongly characterised by certain architectural movements, namely Futurism, Art Deco and Construtivism.
Let's look at some pictures (yay!). Frst, some shot from Blade Runner:Pic 1, Pic 2
Next, some images from one of the leading Futurists (of his tme), Sant'Elia: Pic 3, Pic 4, Pic 5, Pic 6, Pic 7, Pic 8
Finally, Art Deco is that cool 1920s look. If you've played the game Bioshock, then that whole style is Art Deco. Here's a little extract from Wikipedia describing some key elements of Art Deco:
QUOTE
The structure of art deco is based on mathematical geometric shapes. It was widely considered to be an eclectic form of elegant and stylish modernism, being influenced by a variety of sources. Among them were the, so called, "primitive" arts of Africa, Ancient Egypt, and Aztec Mexico, as well as Machine Age or streamline technology such as modern aviation, electric lighting, the radio, the ocean liner and the skyscraper. These design influences were expressed in fractionated, crystalline, faceted forms of decorative Cubism and Futurism, in Fauvism's palette. Other popular themes in art deco were trapezoidal, zigzagged, geometric, and jumbled shapes, which can be seen in many early pieces. [...]
Corresponding to these influences, Art Deco is characterized by use of materials such as aluminium, stainless steel, lacquer, inlaid wood, sharkskin (shagreen), and zebraskin. The bold use of stepped forms and sweeping curves (unlike the sinuous, natural curves of the Art Nouveau), chevron patterns, and the sunburst motif are typical of Art Deco. Some of these motifs were ubiquitous — for example, sunburst motifs were used in such varied contexts as ladies' shoes, radiator grilles, the auditorium of the Radio City Music Hall, and the spire of the Chrysler Building.
Art Deco was an opulent style, and its lavishness is attributed to reaction to the forced austerity imposed by World War I. [...]
Corresponding to these influences, Art Deco is characterized by use of materials such as aluminium, stainless steel, lacquer, inlaid wood, sharkskin (shagreen), and zebraskin. The bold use of stepped forms and sweeping curves (unlike the sinuous, natural curves of the Art Nouveau), chevron patterns, and the sunburst motif are typical of Art Deco. Some of these motifs were ubiquitous — for example, sunburst motifs were used in such varied contexts as ladies' shoes, radiator grilles, the auditorium of the Radio City Music Hall, and the spire of the Chrysler Building.
Art Deco was an opulent style, and its lavishness is attributed to reaction to the forced austerity imposed by World War I. [...]
The same wikipedia page has some great picture examples.
Finally, this excellent little site shows of a half dozen excellent pictures of future city architecture. From the site:
QUOTE
If the 20th century film industry became the main dream-tool for fantasy, e.g. in films such as Metropolis and Blade Runner, with scenes of melodrama, social imperfection, urban disintegration and polemical, then the 21st century is all about digital media and animation, a new form of iconography, making architecture better and cleaner than reality. This is an accelerated form of iconography. The 21st century architectural practice has diminished the gap between visionary and mediocre: now all looks fantastic. Digital technology enables new ways of imaging and imagining. The imagery of the unbuilt architecture has become more sophisticated, resembling the “true� photographic image. The imagery is always prescriptive. Like advertising, in a hyper-consumer culture the selling of unbuilt buildings as a “total lifestyle experience.� What this reveals is how the built environment we inhabit is just the residue of a much greater imaginative world.
So what is my point? Shadowrun should allow us to imagine and inhabit the world we create with structures that are imaginative as well as functionnal. While everything may have it's place, there does not need to be a place for everything. The can be MORE place than is strictly required. There can be rooms that make no sense, corridors that are not efficient. I look at these picture and I think "How cool it would be to be there". How cool it would be to be the street samurai ninja hiding behind a spire or grating, running from security on those hanging walkways, etc.
Hopefully these images can inspire you to inject a little superfluous style into your games. Not everything has to make perfect sense and be the most efficient solution. I encourage you to Google yourself some Art Deco, Futurism, Contructivism and etc inspiration.