08-06-2011, 07:14 PM
(This post was last modified: 08-06-2011, 07:30 PM by PrettyNier.)
the closest thing to what i'm talking about would be ICO, where the game uses almost every aspect of its design to not only create an experience but try and accentuate its primary points: the plot is an extension of the gameplay just as the gameplay is an extension of the plot. they both operate under the same principles and neither really contradicts nor exists awkwardly contrary to the other.
the best example i can use from the game is how it creates this atmosphere of loneliness and minimalism, and then punctuates it with the girl you're supposed to be saving. it uses everything from the atmosphere of the game to the mechanics themselves - she is necessary to proceed, lose her and you die - to give her import and make you "care" about her well-being, just as the character in the game does.
your idea actually kind of exists contrary to that, personally speaking; its purely experience. there is no point or expression in it - i would say art requires some kind of intended direction, the hand of an artist. art is a communal relationship between a creator and a perceiver.
the best example i can use from the game is how it creates this atmosphere of loneliness and minimalism, and then punctuates it with the girl you're supposed to be saving. it uses everything from the atmosphere of the game to the mechanics themselves - she is necessary to proceed, lose her and you die - to give her import and make you "care" about her well-being, just as the character in the game does.
your idea actually kind of exists contrary to that, personally speaking; its purely experience. there is no point or expression in it - i would say art requires some kind of intended direction, the hand of an artist. art is a communal relationship between a creator and a perceiver.