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Manifesto (Through the creatures - the growing connection of both the…
Manifesto
Through the creatures - the growing connection of both the horse and the creatures that juxtapose at first glance but unite in perception by the end both literal and figuratively
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The narrative is about sacrifice in how both the player, companions and beast are sacrificed at the end
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The Collosi are the environment and as you move up it they shake and move but the only way to interact with it is detrimental and the only way feedback is also detrimental - evoking the sacrifice creating a tragic tone
Interact with the light of the Sun and once interactions are made the feedback act as a reminder of your actions but also leave the place feeling lonelier
Subtle changes to the space like your actions influence how many doves enter and how many light sources are made as feedback that contributes to the narrative - interaction with animals that fly away - isolation
Combination of immediate and subtle feedback - immediate feedback involve explosions and continue of narrative
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Break down in each project like in each game:
what choices are given to you and what choices are taken away
how does the control of what interactions you offer impact the narrative you want to tell and the idea you want to explore in the existing world
How is the world or the addition linked to the world in how does it affect the navigation, the potential entrances and exits of the space and how the space is or not interlinked with the existing world - affect on the narrative
Keep interactions simple, optional, natural and familiar however with results both immediate and subtle - become meaningful to the audience and creates a rhythm and a motif within the space
Control other processes to allow audiences to explore instead of dictating an action to be carried out
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What is it we are exploring? What are the boundaries of the experience and what can we let people do in those boundaries?
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Exploring the relationship between people and the influence they can have on the external world and the influence it has on them
Ambiguity is ideal in architecture because most architecture has no inherent objective for the audience to interact with physically other than the purpose imposed by the function (Utilitas) - make spaces more personal through an interaction of systems and rules established through show not tell
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