Thursday, September 4, 2014

Philosophy

At some point I was interested in what philosophy my game was going to use. Will it be like The Matrix, where everything is just part of a simulation? Will it be like Portal, where all you want is to escape of a bad situation, but still not knowing where you are escaping to?
The original Nirvana game was taking place in a Space Station (hence the gravity shifts), and it was pretty much an FPS. The player would have guns at his disposal, and brainless enemies to shoot at. You couldn't control the change in gravity, although it would happen in some stages. No puzzles, not really a lot of thinking, and no philosophy: just a story to be told.
When I changed the overall concept for the game, from FPS to Puzzle, well, everything changed. Because at the end of all puzzles, I needed a more significant goal, other than killing the last boss, and getting to the end of the story. I needed the player to know why, and how, he got to that end.
So I decided to make the game exactly as it is, a game, and at the end, I hope the player feels exactly what he (or she) is to the world I created: The philosopher, the thinker, the essential mechanism that put all the solutions together.
I can only hope to anchieve that.
Old Nirvana scene.

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