Immanence: Unterschied zwischen den Versionen

 
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=== How is the theme communicated to the player? ===
=== How is the theme communicated to the player? ===
The theme is mainly expressed through the storyline and visual style, although there are certain limitations - such as the theme only being truly apparent when the game is completed. Everything before that acts more like puzzle pieces to the greater picture. The player first gets introduced into a seemingly relatively normal world, dystopian elements only gradually being introduced through sound design and occasional story pieces. Equally as important as the dystopian and futuristic references to a post-apocalyptic world is the psychological element of the game ; the player witnesses the protagonist´s descent into madness and guides him through it. Neither the protagonist nor the player know what´s really going on, both are trapped within the mind of the main character.
The theme is mainly expressed through the storyline and visual style, although there are certain limitations - such as the theme only being truly apparent when the game is completed. Everything before that acts more like puzzle pieces to the greater picture. The player first gets introduced into a seemingly normal world, with dystopian elements only gradually being introduced through sound design and occasional story pieces. Equally as important as the dystopian and futuristic references to a post-apocalyptic world is the psychological element of the game. The player witnesses the protagonist´s descent into madness and guides him through it. Neither the protagonist nor the player know what´s really going on, both are trapped within the mind of the main character.


== Player Experience ==
== Player Experience ==
The game builds a lot upon mystery and technology. At the beginning the player is thrown into an unknown reality with little to no information about place, time or the situation they´re in. The player can’t pinpoint what is coming next which contributes to the thriller/horror mood of the game. The mystery about what happened in that place has to be unraveled throughout the entire game.
The game builds a lot upon mystery and technology. At the beginning the player is thrown into an unknown reality with little to no information about the place, time or situation they´re in. The player can’t pinpoint what´s coming next - contributing to the thriller/horror mood of the game. The mystery about what happened has to be unraveled throughout the entire game.
While at the beginning the game focuses more on introduction and exploration of the map, this changes when the player gets a few leads on what to do. But even then, the game focuses a lot on confusing the player. Components like sound, gameplay and visuals lead to rising tension (with for example jumpscares, effects like glitching and offsetting sound).  
While at the beginning the game focuses more on introduction and exploration of the map, this changes when the player gets a few leads on what to do. But even then, the game focuses a lot on confusing the player. Components like sound, gameplay and visuals lead to rising tension (with for example jumpscares, effects like glitching and offsetting sound).  
Other than that, the game keeps its rather slow pace, which can make the player feel frustrated. Also, the puzzles are generally viewed as difficult, which can also lead the player to be fed up mid through.  
Other than that, the game keeps its rather slow pace, which can make the player feel frustrated. Also, the puzzles are generally viewed as difficult, which can also lead to the player feeling fed up mid through.  
[[Datei:01.jpg|mini]]
[[Datei:01.jpg|mini]]


=== What does the player feel? Does the experience change during the game? ===
=== What does the player feel? Does the experience change during the game? ===
The beginning of the game is rather slow, with soft and calming sound design, making it seem like a rather bland story based game. Only as the story gradually gets introduced and the general setting of the game is defined does the game get more interesting. The first minigames are relatively easy to solve, although there is always a certain element of uneasiness and uncertainty because of the nature of the game and/or story ; no one tells the player what to do, what´s supposed to happen next to progress the story. As the minigames get harder, it becomes more and more frustrating to figure out how to solve the puzzles (such as when to switch between the R, G & B dimensions and what to interact with). The sound design gets gradually more intense, the player gets more immersed. Towards the end, the story and puzzles get less dense, bringing back the uncertainty from the early stages of the game. With about an hour of playtime but no signs as to when exactly the game ends, the player gets increasingly inpatient. The story then progresses rather quickly to the ending, bringing satisfaction to the player.
The beginning of the game is rather slow, with soft and calming sound design, making it seem like a rather bland story based game. Only as the story gradually gets introduced and the general setting of the game is defined does the game get more interesting. The first minigames are relatively easy to solve, although there is always a certain element of uneasiness and uncertainty because of the nature of the game and/or story ; no one tells the player what to do, what´s supposed to happen next to progress the story. As the minigames get harder, it becomes more and more frustrating to figure out how to solve the puzzles (such as when to switch between the R, G & B dimensions and what to interact with). The sound design gets gradually more intense, the player gets more immersed. Towards the end, the story and puzzles get less dense, bringing back the uncertainty from the early stages of the game. With about an hour of playtime but no signs as to when exactly the game ends, the player grows increasingly inpatient. The story then progresses rather quickly to the ending, bringing satisfaction to the player.


=== What elements contribute to the experience? ===
=== What elements contribute to the experience? ===
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TLDR: The true story behind the game is never explicitly told. Objectively, the protagonist starts out as "normal" . Towards the end, he, his actions and the environment become increasingly bizarre. Based on the keyword "religion" in the official game description, we assume that the player accompanies the protagonist as he falls prey to (religious) madness and delusions. Thus, it's not a real (post-)apocalyptic, dystopian world where an invention called "IGME" makes people fall ill with ''Stigmata'', but the invented, confused world of a madman. This is also reflected in the minigames (dimensions R, G, B), which cannot be solved with normal logic. We as players see the world through the distorted eyes of the protagonist.  
TLDR: The true story behind the game is never explicitly told. Objectively, the protagonist starts out as "normal" . Towards the end, he, his actions and the environment become increasingly bizarre. Based on the keyword "religion" in the official game description, we assume that the player accompanies the protagonist as he falls prey to (religious) madness and delusions. Thus, it's not a real (post-)apocalyptic, dystopian world where an invention called "IGME" makes people fall ill with ''Stigmata'', but the invented, confused world of a madman. This is also reflected in the minigames (dimensions R, G, B), which cannot be solved with normal logic. We as players see the world through the distorted eyes of the protagonist.  
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In this game we gather information or understand the plot via context, therefor the game is a game of progression. The plot is communicated through the thoughts of our main character when something is being clicked or when he enters a place. Sometimes there are also short dialogues with other characters or standalone text which communicate the plot.
The plot is communicated through the thoughts of our main character when clicking on something or entering a new place. Occasionally, there´s short dialogues with other characters or standalone text.


The story is about the main character waking up alone in his apartment complex, in a ruined city. Throughout the game we find out more and more about what happened to this place and the main character. At the beginning of the story the only method of contact with the outside world he has is through his phone: a doctor and some seemingly random cryptic text messages. The doctor keeps wanting to help the main character, he seems worried. There are machines and other technology scattered all over the map which act as devices to communicate and change reality through a god-like entity referred to as "IGME". Throughout the game, we find out that this technology was made available, affordable, and easy to recreate for the public in the past. Because of that common people were able to buy the machines, they thought "IGME" was the answer to everything, they thought it was a god. What they didn’t know is that the technology was dangerous to everyone’s health. We find out that at first, animals all over the city died due to high exposure to the frequency of the machines. Then, the people began to fall ill, first mentally then physically. They called the illness ''Stigmata''. We find out that the main character has also fallen ill, slowly losing his ability to function. He knows he needs help and goes to the doctor that he has been texting.  
The story is about the main character waking up alone in his apartment complex, in a ruined city. Throughout the game we find out more and more about what happened to this place and the main character. At the beginning of the story the only method of contact with the outside world he has is through his phone. He´s in contact with a doctor and also receives some seemingly random cryptic text messages. The doctor keeps wanting to help the main character, he seems worried. There are machines and other types of technology scattered all over the map, acting as communication devices. They also change reality through a god-like entity referred to as "IGME". Throughout the game, we find out that this technology was made available, affordable, and easy to recreate for the public in the past few years. Because of that, people happily bought the machines, thinking "IGME" was a god-like answer to everything. What they didn’t know was that the technology was dangerous to everyone’s health. We find out that at first, animals all over the city died due to high exposure to the frequency of the machines. Then, people began to fall ill - first mentally, then physically. They called the illness ''Stigmata''. We find out that the main character has also fallen ill, slowly losing his ability to function. He knows he needs help and goes to a doctor.  
Suddenly, he gets the option to change his environment via switching through different dimensions called R, G & B through his phone, confusing him and triggering his illness even more. He starts to see abstract rooms and monsters. He believes if he turns off the machines all will be good but in the end his illness gets the best of him by rendering him immobile and he is unable to continue.
Suddenly, he gets the option to change his environment via switching through different dimensions called R, G & B on his phone. He starts to see abstract rooms and monsters. He believes that if he turns off the randomly scattered machines he stumbles across on the way to the doctor, all will be good - but in the end his illness gets the best of him, rendering him immobile.


At the end we have a plot twist, as the truth about the main character´s imminent death/his sickness is revealed to the player: In reality, the main character is experiencing hallucinations and delusions which may or may not be related/worsened by physical illness (or somatic illness). There is no "IGME". All the puzzles and weird text messages are the protagonist´s brain trying to piece together random things in his mind. He may or may not have had religious fixations which manifest in the religious theme of his hallucinations. It is most likely that the main character has been hospitalized due to his condition in the real world while his friend wrote down his rambling about "IGME", ''Stigmata'' and the world he had imagined in his mind.
At the end there´s a plot twist with the truth about the main character´s imminent death/his sickness being revealed to the player: In reality, the main character is experiencing hallucinations and delusions which may or may not be related/worsened by physical illness (or somatic illness). There is no "IGME". The puzzles and weird text messages are the protagonist´s brain trying to piece together random things in his mind, to make sense of ''something''. He may or may not have had religious fixations manifesting in the religious themes of his hallucinations. It seems that in the real world, the main character has been hospitalized due to his condition while his friend (someone who comes up as a narrator a few times throughout the game) writes down his rambling about "IGME", ''Stigmata'' and the world he had imagined in his mind.
In a nutshell, the whole plot and dimensions of the game were purely hallucinated by the main character, who suffers from an illness.
In a nutshell, the whole plot and dimensions of the game were purely hallucinated by the main character, who suffers from an illness.
[[Datei:02.jpg|mini]]
[[Datei:02.jpg|mini]]
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== Setting ==
== Setting ==
=== What is the setting of the game? ===
=== What is the setting of the game? ===
Immanence takes place in a dark, mysterious, dystopian future: A city called New Jericho, in which all animals died simultaneously, people are affected by a sickness called Stigmata and all this seems to be related to IGME computer-like devices which allow communication with an otherworldly, godlike being. And it seems to be getting closer.
Immanence takes place in a dark, mysterious, dystopian future: A city called New Jericho where all animals died simultaneously and people are affected by a sickness called ''Stigmata.'' All this seems to be related to IGME: computer-like devices which allow communication with an otherworldly, godlike being. And it seems to be getting closer.
=== How is the setting communicated? ===
=== How is the setting communicated? ===
At the beginning, the player moves through the protagonist’s apartment block, only learning about the outside through the main character’s remarks on certain objects and the messages on his phone. The gloomy atmosphere is created through the dilapidated look of the building, the lack of working lights as well as the unsettling music.
At the beginning, the player moves through the protagonist’s apartment block, only learning about the outside through the main character’s remarks on certain objects and the messages on his phone. The gloomy atmosphere is created through the dilapidated look of the building, the lack of working lights as well as the unsettling music.
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== Characters ==
== Characters ==
=== What or who is the protagonist of the game? ===
=== What or who is the protagonist of the game? ===
At first, the protagonist seems to be an arbitrarily chosen person in this scenario. He owns an IGME-device, a phone, a social media account, lives in an apartment. And he experiences symptoms of Stigmata. Like everyone else. The end of the game, however, implies this entire scenario is just what takes place in the character’s head as his mental state declines.
At first, the protagonist seems to be an arbitrarily chosen person in this scenario. He owns an IGME-device, a phone, a social media account, lives in a regular apartment. He also experiences symptoms of ''Stigmata''. Like everyone else. The end of the game, however, implies this entire scenario is just what takes place in the character’s head as his mental state declines.
=== What are the characteristics of the characters? ===
=== What are the characteristics of the characters? ===
Visually, the protagonist is defined by his glasses and dark hoodie. His character traits, however, are largely unknown to the player. All we know is that he is willing to help stop what is happening, but ultimately too sick to do so.  
Visually, the protagonist is defined by his glasses and dark hoodie. His character traits, however, are largely unknown to the player. All we know is that he is willing to help stop what is happening, but ultimately too sick to do so.  
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== Objectives ==
== Objectives ==
=== What is the main goal of the game? ===
=== What is the main goal of the game? ===
The game does not communicate any goals to the player, but it builds intrigue so that ideally the player wants to find out more about the world and continue their progression while the story unfolds.
The game does not communicate any goals to the player, but it continually builds up intrigue, making the player want to find out more about the world, thus progressing while the story unfolds.
=== Does the game include any sub goals? ===
=== Does the game include any sub goals? ===
Many parts of the map are not initially accessible, solving puzzles to reach them is required.
Many parts of the map are not initially accessible, solving puzzles to reach them is required.
Later on you also encounter big red creatures, which reset part of your progress if they touch you. Avoiding, and shooting them is the only way to continue.
Later on the player also encounters large, red creatures which reset part of their progress on physical contact. Avoiding and/or shooting them is the only way to continue.


== Procedures ==
== Procedures ==
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has a playable mini game on it.
has a playable mini game on it.
''top-down puzzle'': In the beginning of one passage the player is given five lives
''top-down puzzle'': In the beginning of one passage the player is given five lives
which would decrease with each enemy attack. A sword and a shield can be
, decreasing with each enemy attack. A sword and a shield can be
acquired for better protection as well as healthpacks to restore lives.
acquired for better protection as well as healthpacks to restore lives.
''gun'': during the final passage, the player has to defeat enemies with a gun.
''gun'': during the final passage, the player has to defeat enemies with a gun.
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