Well, here I come again with my doubts and new definitions and new focus and new paths.
Something sort of new today, we'll sort of let down the buzzword virtual reality and substitute it only for videogames.
We were talking yesterday about the fact that the convergence is being approached through film entertainment area and not the art, alternative or independent field. So why do we want to look at Virtual Reality art installations? That makes no sense. In order to follow a scientific systematization we need to develop a multidisciplinary work but we also need to develop convergences between convergent fields, fields with some common inside. And that common inside is also the common goal of the overall work, and that is nothing more that the developing of tools that will be able to deliver an Entertainment Experience, emotionally and significantly richer.
Because of that our area is now more clearly defined and we can say it without shame that we?re really developing academic work in the area of games. We chose for now to call them VR Games instead of video or computer games. Because we'll not define aesthetics in Tetris or Pac-man but we'll work only with games that we'll be able to proportionate a virtual experience in the sense of the world depth being displayed tridimensionally. We are here also talking about a truly interactive story experience in spatial and temporal environment that awaits the user actions to reveal and not a multi-linear bag of cinematic sequences that asks players what story ending they want.
So we're trying to develop systematization or taxonomy of emotions in interactive storytelling through film and vr games, defining aesthetics convergences.
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