Our Concept Summarised

The concept that we have settled on is to focus on the idea of virtuality in objects.

Most of the early concept can be found on the miro board.

I was reading about Bergson and Deleuze’s concept of Virtuality/Actuality earlier in the year, as well as reading parts of the book Sonic Virtuality.

A main inspiration was the game What Remains of Edith, where each bedroom in a large house takes the player into a new stylised world with a different gameplay mechanic. We wanted to make ours about the imaginary locations we think of when we interact with object that have a virtual aspect to them. Originally these objects were:

A Painting

A Book

A Music Box

A Computer

We thought these were good objects and locations as they allowed us to explore different aesthetics (both visually and sonically) as well as different ‘gameplay’ interactions, and compositional styles.

For instance, the music box was conceptualised with a more ‘experience’ angle of listening to a linear composition that would be less interactive. This changed, later on, to allow for a puzzle inside the room that gave more agency to the player, though I believe this was mostly as Rosa needed to implement more ‘gameplay mechanics’ for her side of the handin (I find this slightly disappointing in that there should be not need to ‘gamify’ every experience, and I believe it can take away from the focus of the virtual space itself, however I do understand why it was implemented)

The computer wasn’t included in the version that we were submitting as Clara, who was working on this location, had an extension so her practical work was delayed. This is also the reason that the book scene was not developed in the end, however, we had planned for this which. is why we wanted to create multiple small rooms as it allowed for better contingency control.