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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