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