The initial impetus was to create a simulation game in which users could build most anything they can imagine. This, in an environment subject to random change, which would initially be largely outside the user’s control. An immersive simulation in which anything can happen on every scale, from the user character to environment wide or even metagame changes & interactions. The depth of the experience would be hidden behind the user’s own in-game mastery of mechanics, with certain world elements or interactions only being achieved by crafting & building specific tools & components. This progression ladder allows the user to take his gaming experience from that of a simulation game, to an emergently dynamic multiversal metaverse. This comes with the quirk of a stylised & immersive approach to cooperative & PVP multiplayer, giving the user the control to dial in their interaction. This notion of games transcending themselves is not new to this project, however here it happens at the focal point between the “macro-experience” of the game as a whole in contrast with the “micro-experience” of the user’s one on one interaction with the game. On the “micro” level the latter is given the ability to interact with the player space as the individual size of their character & can create & customise their own tools & interface elements. On the scale of the “macro” the player controls groups of characters & events beyond the control of their own character. Users can influence universal dynamics by acting only within their own universe or, on the contrary, they can create inter-universal dynamics by having their universe interact with that of other users. Players can build the multiplayer interface into their player space.
Liminal SpacesPage 1: Fits-Of-Fancy
Page 2: MOTIFation
Page 3: Plein-Les-Yeux
Page 4: The-Morrow-&-Tomorrow
Page 5: Récolte-De-Rêverie