Like in any game the
players get offered different entrances and hints to reach different locations,
but unlike in most computer games human biofeedback opens new horizons.
Players discover connections of a social system with abstract characters
and unknown objects. Scenes with more important information are more difficult
to reach: they appear just after a succession of clips, with upgrading
amount of content.
Each Clip (measurable item) can be followed by the next without any recognizable
interruption. Fade into white accompanied by the fade out of sound represent
the loss of a possible way. Starter clips are always chosen by random
after a small break and have little information value. Every clip gets
played only once per session and might cut off information (that can’t
be reached by a cross-link) if the player drops out of a succession of
clips, because of low emotional input. The structure is not regular because
only up to 4 narrative understandable successions can be followed.
For more information please get the artist’s statement
form the download section. |