Time for a new game idea! My new game idea is inspired by a discussion on the nature of images and language. Letters are often considered as two-dimensional graphical elements, not capable of three-dimensionality. On the other hand, they are seen as a different representative system, and not associated with systems of visual representation, although they use the same basic graphical elements such as lines, dots, planes and even volumes. Therefore I like the idea to make a text adventure whose world is visually constructed through letters and words, a world that maintains the illusion of depth and can be navigated, something that uses in its representation of its world the words that are associated with objects, rather than depicting the objects themselves.
This is not a Word
This is not a Word is a “text-world” adventure. Its world is visually represented by letters, words and sentences that are discernible as objects. The way in which these letter-objects are displayed, changes, as we approach such object. For example if we see a “tree” and approach it, we start to identify the many “branches”, and if we get closer we see its “leaves”. Or we see a “river” in a distance, and as we approach it, we see the “water” flow, and the “fish” in it.
By eliminating from or adding to the world certain letters, the way we perceive the environment changes, since without certain letters, certain “objects” can’t exist.
The game makes use of color, font families and other aesthetic parameters of typography.
The title “This is not a Word” is intented to be a pun on “This is not a World“, since I want to draw attention to the “artifical” character of any type of representation. It is also a reference to Magritte’s series of paintings titled “This is not a Pipe”, which approached the question of representation from the “other end”, yet being about the relation between images and language.
The game will be available in several languages, including dead ones. Having the game in several languages is a funny aspect, because it somehow seems not to make sense at all, but then I believe that it makes a difference because we also would look at different visual styles of representation and not merely of objects that have a same shape regardless of what languages have been used to give them their shapes. And I’m very intrigued by the idea to use dead languages, especialy cuneiform. I somehow like the idea to see people recognize letters and words of dead languages as objects rather than text, because it seems to show how the representative values of certain combinations of lines and dots can shift culturally and historically, questioning our ways of seeing and the way cultures maintain or ”forget” about distinctions that decide whether graphical elements qualify as ”text” or “visual representation”. A Quipu version that uses “real” threads would be also highly interesting to use.
If we lose all letters in the game, what would we see? The world “as it is”, or “nothing”?
Filed under: Art, Game Concepts, Game Design, Game Ideas, theory, Writing | Leave a Comment »