Sunday, May 4, 2008

Electroliquid Aggregation

"Were there none who were discontented with what they have, the world would never reach anything better. This has lead me to notice that even people who claim everything is predestined, and that we can do nothing to change it, look before they cross the road."


Florence Nightingale and Stephen Hawking

My environments are based strongly on these quotes. The exterior environment relates to Stephen Hawking's quote and is about reaching inevitable destiny. One spawns from 'heaven' and travels down the ramps with increasing difficulty until they reach the meeting space of the clients: they are plunged into reality. The ramp one faces to get to this exterior environment is awkward and unstable like journeys in life. Once they reach the first cube and enter the environment at the top they are plunged into darkness and must reach the light at the end of the tunnel. Thinking this is the last journey to the ramp at the end (destiny) they enter another rectangle that has a maze that leads nowhere; a metaphor for some experiences in life. Finally they enter a corridor and then ramp that takes them to the ramp of destiny and upon standing at the very end they can view the entire environment they just experienced. This ramp is equal in height to the spawn point symbolising that in the end we only come back to the beginning.
The interior environment must be reached by experiencing long, confined and claustrophobia-inducing tunnels that are dark and ominous. Once reaching the end one comes to the interior space that is brightly illuminated by the central cube. The tunnels symbolise the discontent of the player and the cube symbolises the achievement of something better; hope and success. When leaving the space one must exit through one long straight tunnel that contrasts greatly to the one that is used to enter the space; it is open and brightly illuminated. One eventually reaches the meeting space again.
It is important to note that the interior space can only be reached by first going through the dark tunnels; the ramp that is used to exit cannot be reached by the player at the meeting space for it is too high and thus out of reach.

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