Culture Background

 

My project "Latent Content" is a narrative-based VR game. Games similar to it include Half-Life: Alyx and Control, among others.



I focused the core of game design on the game scenes. “Game designers don’t simply tell stories; they design worlds and sculpt spaces.” (Jenkins, 2005). I hope to provide players with an immersive experience through excellent game space design. At the same time, I also hope to make the game space a carrier of the narrative. I wish to achieve this through the design of maps, levels, and interactions, so that players can explore, interact and participate in the story just as they do in the real world within the game space.as Ryan notes, ““For a text to be immersive, then, it must create a space to which the reader, spectator, or user can relate, and it must populate this space with individuated objects. It must, in other words, construct the setting for a potential narrative action…” (Ryan, 2001, p.15)” (Ryan, 2003)

The story of the game is related to the future and artificial intelligence and dreams. In the design of the content about dreams, I referred to many viewpoints of Freud. In the story, the protagonist discovers that he is in a large company that uses people's dreams to train generative artificial intelligence. He needs to enter his past dreams to retrieve his memories, but in the dreams, time and things become somewhat chaotic and surreal, “That dreams have at their disposal recollections which are inaccessible to the waking state is such a remarkable and theoretically important fact...” (Freud, 1900, p. 6) In the dream, some elements are memories of the past, while others represent the protagonist's satisfaction with his own past regrets. “When the work of interpretation has been completed the dream can be recognized as a wish-fulfilment.” (Freud, 1900, p. 43)



Zimmerman, E. and Salen Tekinbas, K. (eds) (2005) ‘Game Design as Narrative Architecture’, in The Game Design Reader. United States: MIT Press.

Ryan, M.-L. (2003) Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore: Johns Hopkins University Press.

Freud, S. (1900). The Interpretation of Dreams. Franz Deuticke.


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