Project: The "What If" Metropolis - Travelogue
It has been a while since you last saw any form of life along the dusty, barren pathway. The road ahead is a long one, and the rocky terrain at the foot of the towering mountains is a treacherous path to travel. Any traveller is advised to remain cautious of the cavernous depths of the mountains’ pathway. Trekking onwards, the path becomes thinner; more narrow, as you progress. But wait. You spy an opening. Perhaps a way out. The light draws nearer as you push forward, tip toeing between the tight spaces of the rocks and rubble scattering the path. It gradually becomes closer. You finally make it out. And there it is. Amplexus. Stumbling through the gap, you venture on to this strange environment. As you gaze upwards, you are only just able to decipher the peak of the monuments buildings aligned along the road into the city. Each building varies in height and shape. The abstract forms of the mass amount of structures leaves one puzzled, as it is difficult to determine where the en
OGR 05/03/2015
ReplyDeleteMorning Chels,
Okay, yes - so I can see how creating a retro side-scroller will most definitely appeal, but I have a question for you; is there an argument for going the whole hog and actually thinking about cycle as an actual game - with actual game play? I'm not suggesting that you design a truly interactive experience, but rather you seek to simulate one. It seems to me that if you're going to give people the semblance of game, then why not think about creative ways in which you can 'gameify' the life-cycle; this would mean deciding who or what you are playing 'as' - are you the mosquito, are you the medicine, are you the blood cell? How, in the logic of the actual scientific facts, can you meet and beat challenges? How can you power-up? The problem with creating an animation that is 'only' the appearance of a game is that it might be considered a bit boring, because of the urge to get in there and interact. Perhaps you could think of each phase of the life-cycle being it's own 'level' which gets completed as the section completes - and each level having different kinds of challenge as aligned with the cycle? Like I said, you'd be 'faking' the experience of someone playing it - rather like someone's footage uploaded to youtube? Anyway, think about the potential of choosing 'game' as a visual concept - could and should it be more than just art direction? Something to think about...