I'm sorry to say that I found this all very pretentious. I'm a 29 year old philosophy student so I'm not exactly narrow-minded and I really want to like it (and I can see what they're trying to do), but I'm reminded of the Turner Prize that was a flashing light if you catch my drift.
6:49 - This corridor is pretty creepy to me, because System Shock 2 was the game that got me into level design, and I remember this particular corridor very well.
@Nnnarekkk I think chapter 1 was an attempt to express the idea that game levels develop a personality in the eyes of the player.
Chapter 2 was an attempt to play on the idea that individual level designer develop re-occurring trends and themes, or "styles" if you will, that can always be found in their work by taking a number of designers and getting them to try and put a bit of their "style" in the level.
Chapter 3 is merely an attempt to highlight how game spaces can be so meaningful.
Some of it worked, some of it didn't and a lot I think fell somewhere in the middle.
Also the key word from all of that is "I think". To be honest even after researching, thinking and starting to write a de-construction (I gave up on it), I'm pretty sure I still don't entirely get it.
I'm sorry to say that I found this all very pretentious. I'm a 29 year old philosophy student so I'm not exactly narrow-minded and I really want to like it (and I can see what they're trying to do), but I'm reminded of the Turner Prize that was a flashing light if you catch my drift.
groovygower 1 month ago
@groovygower I'm glad you said you're a 29 year old philosophy student, otherwise I wouldn't have believed you.
debacleus 1 month ago
6:49 - This corridor is pretty creepy to me, because System Shock 2 was the game that got me into level design, and I remember this particular corridor very well.
2hakkabakka 1 month ago
Comment removed
2hakkabakka 1 month ago
I just played and I didn't get anything lol
Nnnarekkk 1 month ago
@Nnnarekkk I think chapter 1 was an attempt to express the idea that game levels develop a personality in the eyes of the player.
Chapter 2 was an attempt to play on the idea that individual level designer develop re-occurring trends and themes, or "styles" if you will, that can always be found in their work by taking a number of designers and getting them to try and put a bit of their "style" in the level.
Chapter 3 is merely an attempt to highlight how game spaces can be so meaningful.
JohnnyMaverik 1 month ago
@JohnnyMaverik In so many possible ways.
Some of it worked, some of it didn't and a lot I think fell somewhere in the middle.
Also the key word from all of that is "I think". To be honest even after researching, thinking and starting to write a de-construction (I gave up on it), I'm pretty sure I still don't entirely get it.
Thanks for your comment! It's much appreciated.
JohnnyMaverik 1 month ago
@JohnnyMaverik Hey, I made the mod. Whatever you think is whatever it means.
debacleus 1 month ago