Close to the avatar.

Michaël Samyn, February 28, 2012

Bientôt l’été might be the first game we make in which the avatar is just a representation of the player. Usually things are more ambiguous, and the character you control serves as both the virtual body you use to explore the virtual environment as an independent character that is part of the fiction, someone you play the game with, not as.

In the earliest prototypes of Bientôt l’été, I was playing with such ambiguity. I loved the emotional effect of having the character walk away from the camera, becoming small, against the enormity of the sky over a flat beach. But when I started implementing interactivity, trying to express the introverted contemplation I so adore in Duras’ work, this stopped making sense. In Bientôt l’été, you need to be close by the character. You play their role. It is you who takes walks on the beach and collects things. It is you who meets a stranger in a café for an intimate conversation.

The background story of the space station, does add another later to your identity, though. You are not really playing this man or woman in the coastal town. All of that is a program running on a holodeck somewhere in space. You are actually playing a space traveller engaging in a romantic game with another space dweller.

On the other hand, one could say that the whole space situation is just a metaphor and not an actual story. I love the ridiculous complexity of this medium. It feels so natural!

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