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research_report_tot:start [2010-01-13 16:31] 94.225.45.31research_report_tot:start [2010-01-13 16:49] 94.225.45.31
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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 ===
 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 represented by 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 algorithms that were specific to its species. But no two players would look exactly the same. This growth would happen very slowly (years).
  
-Next to the basic element that is specific to the species, every plant would be able to grow attachments based on nutrients found by the roots in the soilsThis are like leaves and flowers, except that every plant is capable of growing every type of attachment. So the attachments are not species-specific (but they could be location or time specific).+Next to the basic element that is specific to the species, every plant would be able to grow attachments based on nutrients found by the roots in the soilThese are like leaves and flowers, except that every plant is capable of growing every type of attachment. So the attachments are not species-specific (but they could be location or time specific). This kind of growth is faster (seasons).
  
 When below ground, the player would be playing from his plant's perspective. When below ground, the player would be playing from his plant's perspective.
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 == Not the kitchen sink == == Not the kitchen sink ==
 When producing games, trying to implement all ideas is a recipe for failure. When producing games, trying to implement all ideas is a recipe for failure.
-It's important to make choices and to have a reductionist approach to game design and features. Choose one idea and make a game with it. Not necessarily because the others are bad but because you need focus in order to finish something. and our philosophy is "It's better to make something than nothing"+It's important to make choices and to have a reductionist approach to game design and features. Choose one idea and make a game with it. Not necessarily because the others are bad but because you need focus in order to finish something. Our philosophy is "It's better to make something than nothing"
  
 == What we would keep and throw out == == What we would keep and throw out ==
-To our mind, the best idea for a game that came out of this phase is a dual game of being in a plantlike mindset when playing (underground)showing off your flower as a human (above ground).+To our mind, the best idea for a game that came out of this phase is a dual game of being in a plantlike mindset when playing (underground) and showing off your plant avatar as a human (above ground).
  
 We would remove the concept of plant guilds and the first person perspective. We would remove the concept of plant guilds and the first person perspective.
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 One thing that we feel is missing from the game idea is a feeling of accomplishment for the player, a reason/motivation to play. One thing that we feel is missing from the game idea is a feeling of accomplishment for the player, a reason/motivation to play.
 Satisfying this desire is somewhat at odds with the vegetal mindset that we're aiming for. Which is why we want to represent this aspect above ground (the human part of the game). Satisfying this desire is somewhat at odds with the vegetal mindset that we're aiming for. Which is why we want to represent this aspect above ground (the human part of the game).
-the motivation to play would thus be human and consist of showing off your plant, trying to make something pretty and care for the organism that you're creating.+The motivation to play would thus be human and consist of showing off your plant, trying to make something pretty and care for the organism that you're creating.
  
 == Passive game == == Passive game ==
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  • Last modified: 2010-01-22 17:12
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