Tale of Tales - 8 - scenario database on 16 October 2002
Notes: 8: Summary:
Summary
Detailed summary Design goals

We want to design (in order of importance):

-a rich and subtle entertainment title that has emotional impact;

this is more important than making a game that is fun to play

-a character that has personality, to which you can relate, for which you can feel empathy; a character whose mere animations move you (she's adorable, cute, fragile and mysterious)

-visual beauty: a style that is

appropriate for the medium

has its own aesthetic merit

not necessarily realistic

-a comfortable navigation interface

(navigating the character and seeing it hrough the game's camera's)

-a camera system that does not induce "simulation sickness"

-a "narrative space" in which the player can find loose elements of stories but how to connect them is left to his/her imagination/inspiration the player will be immersed in this abstract world of emotions and symbols more than in the 3D simulation)

-an immersive environment in which the users can and wants to "be" without having to do anything

(motivated by the desire to revisit the "emotional space" that a story or a poem creates but which is impossible with traditional media)

-a game without written or spoken language

-a game without violent acts (the results of past violence will however be visible here and there)

the main character cannot inflict not receive damage

-a game with erotic elements/an erotic undertone

-a game that one can stop and restart at any time

-a game that allows for checking email while the game world is open (and keeps running) (ie: a game that becomes part of your life rather than replacing it momentarily) DOES THIS CONFLICT WITH IMMERSIVENESS?

-a game that is *not* additctive; but rather leaves an impression that the player will carry with him/her for the rest of his/life ("Du musst Dein Leben aendern"), a memory

-a game series with the main character visiting different worlds based on fairy tales (like the comic strip Tintin): series of small games rather than one big game

-a game in which everything is part of the 3D world: navigation, options, setting, saving, etc