Magical mistakes and the illusion of illusion.
Michaël Samyn, April 26, 2012
I added tides today. So the sea can be close sometimes, and far at other times. To test, I have created a little interface to change the tide by pressing a key. I’m considering leaving it in, just like the key that changes the time of day. We’re on a holodeck, players should expect to have power over things like that.
It generates some magical effects, though. The waves on the sea are separate objects that position themselves randomly in an area defined by the avatar’s position and the position of the shoreline. If the shoreline changes, the waves will adapt. But not immediately. So, magically, if the tide does down, the waves remain on the beach for a while. It’s fun to run after those waves rolling majestically on dry land.
It’s wrong. But would such a surreal event really hurt the experience? The entire thing is fake anyway. Isn’t it more interesting for the player if the design takes this into account? The narrative context of the holodeck sure makes this easier -maybe as of now, all the games I make should take place on a holodeck. But as mentioned before, this narrative should not be necessary. The game already is a holodeck!
I can’t think of any videogames that actively acknowledge their own fakeness, without being funny or ironic about it. But I feel that there may be a clue here to figuring out the unique aesthetic qualities of this medium.
Possibly relating to trompe l’œil paintings of the past, where the illusion only works for a brief moment, after which we return to admiring the brushwork without needing to believe we are looking at something real.
I have had this nagging suspicion lately that the feelings of immersion brought about by videogames are separate from actually believing that we are somewhere else. We never really suspend our disbelief, we just play, we imagine. But we always remain ourselves. In fact, I believe this awareness is crucial to deep aesthetic enjoyment.
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