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research_report_tot:start [2010-01-11 14:06] 94.225.45.31research_report_tot:start [2010-01-13 16:41] 94.225.45.31
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 http://tale-of-tales.com/foam/PlantRPGprototype04.swf http://tale-of-tales.com/foam/PlantRPGprototype04.swf
 +
 http://lib.fo.am/plant_game http://lib.fo.am/plant_game
  
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 Leaves speed up the accumulation of sun energy.// Leaves speed up the accumulation of sun energy.//
  
-The simplification of the natural context (sun and rain for energy) in this propotype is quite appealing, even if it is far from realistic.+The simplification of the natural context (sun and rain for energy) in this prototype is quite appealing, even if it is far from realistic.
 Disadvantages of this prototype are the random shape of the plant and the all too direct control by the player over growth, creating an emotional distance between player and plant, where the player feels more like a gardener than a plant. Disadvantages of this prototype are the random shape of the plant and the all too direct control by the player over growth, creating an emotional distance between player and plant, where the player feels more like a gardener than a plant.
  
 === The vegetal mind === === The vegetal mind ===
-being a plant, vegetal mind, being inside a plant, inside the seed, guilds 
 A brainstorm discussion of the project lead to several ideas and inspirations. A brainstorm discussion of the project lead to several ideas and inspirations.
-One of the strongest ideas was the desire to create a game in which you feel like a plant, experience life as a plant and perhaps learn from the plant's existence ways of improving our lives as humans on this planet. There's two attractive aspects to "playing a plant": one is letting going of individualism (no longer thinking of yourself as a single unit separate from others) and the other is the idea of a sort of unconscious or subconscious life (dubbed "the vegetal mind" during the meeting, i.e. a state of life where everything you do is instinctive, where, in other words, you are fully connected with your environment).+One of the strongest ideas was the desire to create a game in which you feel like a plant, experience life as a plant and perhaps learn from the plant's existence ways of improving our lives as humans on this planet. There's two attractive aspects to "playing a plant": one is letting going of individualism (no longer thinking of yourself as a single unit separate from others or your environment) and the other is the idea of a sort of unconscious or subconscious life (dubbed "the vegetal mind" during the meeting, i.e. a state of life where everything you do is instinctive, where, in other words, you are fully connected with your environment).
  
 http://lib.fo.am/tale_of_the_vegetal_meeting_notes http://lib.fo.am/tale_of_the_vegetal_meeting_notes
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 http://farm3.static.flickr.com/2593/4057547369_cc7d5bdec9.jpg http://farm3.static.flickr.com/2593/4057547369_cc7d5bdec9.jpg
  
-The basic shapes of these plants were based on drawings by Lina and Theun.+The shapes of these plants were inspired by drawings by Lina and Theun.
  
 The concept of our garden was that each player was represent as a basic shape that grew out of the ground surface and was made from the same material (we were imagining white ceramic for the prototype). So plants and world are one. This basic shape would grow according to algorithm that were specific to its species. This growth would happen very slowly. The concept of our garden was that each player was represent as a basic shape that grew out of the ground surface and was made from the same material (we were imagining white ceramic for the prototype). So plants and world are one. This basic shape would grow according to algorithm that were specific to its species. This growth would happen very slowly.
  • research_report_tot.txt
  • Last modified: 2010-01-22 17:12
  • by nik