I created a test project exploring some of the possibilities in spacial construction. This has allowed me to experiment with the concept in a practical sense which will help inform my work as it develops. A lot of these examples are to do with the way the frame works, its shape and they way it moves. I think the way in which the frame functions can be either passive or aggressive (or perhaps both) depending on how the user's interactions effect it. Following the player strengthens the illusion of control while operating independently reduces it. Reminiscent of Portal, there is one example where the room is looped, meaning that when you fall from one side you appear at the other. Additionally the final room is made up of multiple frames, the player moves through them in an entirely illogical order, starting on the left then appearing out the other side then on top. These ideas begin to deconstruct the players expectation of space and open up a world of possibilities as far as the gameplay experience is concerned as well as the way in which spaced could be used to propel a narrative. Different settings could exist in the one space, different frames of that space could portray different points in time and multiple versions of the same characters could be used to show different sides of their psyche. These are just a few examples but it goes to show the power of space itself and by starting to understand that, space can be harnessed to strengthen immersion, narrative, experience and the thematic intentions of interactive media.
In addition to the conceptual exploration, this project has also allowed me to get a grasp on the process of game development. All the code used is completely original and it's interesting see the results working in HTML5. I'm not really that confident at the moment as far as coding goes so it's cool to see the possibilities I can achieve even now from within my own limitations.
Yes it is this thinking/researching by action or doing that is a very important aspect of the process. When you see something that byou have made actually working and no doubt having effects (and no affects) that are unexpected then it is encouraging and triggers further development. These probe-heads are an important first step in the ongoing experience of a project that will emerge because of the research.
ReplyDeleteEven on this simple engagement with spatial architecture there seems a lot of potential, especially with the looped space, multiple characters and disjointed space. Much of this I suppose is to do with the unexpected nature of these three experiments. It will be interesting to see what happens when the spatial elements themselves act as catalysts for change in a truly interactive process. I certainly agree with you that the game plays the player as much as the player the game and that for me is a very liberatory attitude to have if you are designing a game.
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