I
think before we think about the environments we need to have concrete
idea of how the game mechanics work. For example, perhaps we could use a
different medium than a mouse and keyboard to communicate with the
game, or use the mouse and keyboard to communicate in a different way. I
know James wants us to push things to be more than a game. If we were
to do a 2/3d game, the mouse and keyboard could simply represent a
method of "turning the page of the story." I say this because just like
We could for example have a character run across the screen in a
particular environment with a narrative/text of writing. When he crosses
the line to the next environment (by exiting the right of the screen)
it will generate a new environment for
the character to interact with. In a sense it combines reading a book
with a game. Pages could be unlocked and joined together to complete the
book bringing a sense of drive to keep playing and unlocking pages.
More so leaning towards the story rather than actualy gameplay. The
animations and interactions don't have to be extremely complex. They
will just be used to help the player visualise the story. I love the
style of machinarium, and this is kinda the style I intrigued by. We
could use the snow environment easily here, (i would imagine digital
painting a lot of scenes in snow would be much easier than darker
shades). I think focusing on the environment and imagery within the game
would really benificial rather than spending heaps of time on the
character because it would help viewers visualise the environment and
world to which the story is based.
We can still incorporate 3d modelling in this concept also for houses, chacaters etc etc even though it is rather 2d.
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