I thought more about the feedback from week 10.
I think it’s a really interesting idea to shift between free-form exploration and narration. I originally wanted to merge those elements together- you reveal story through exploration and interactions with things you find, and the way that scenes flow from one to another. I hadn’t thought about having specific moments meant just for looking around, and then other moments where you’re being told things.
I asked whether scale shifting should be considered perspective shifting, and the unanimous response was yes. I think it is too. Another perspective shift that I forgot to mention was right side up to up side down, which brings up an important issue that I’ve been thinking about: these transitions have the potential to be very surreal looking. For example, if I wanted, I could pretty easily animate a chair morphing in a building to create a smooth transition. But how overtly surreal do I want this game to be? (by surreal I mean the colloquial sense of something seeming half-real, not Surreal) Originally, I wanted the player to be able to print screen any part of the game and for it to show something that was physically possible. No half-chairs, half-buildings. Nothing floating in mid-air, nothing upside down. In a dream, crazy things happen but you don’t question them. It doesn’t feel surreal until after you think about it. It feels like it makes sense. Adding surreal elements would probably really change the tone of the game, which I’m not sure if I want.
This question may be tricky to answer, as is the question of whether or not people will gain meaning from certain transitions. The solution to both of these things will likely be play testing different versions of the same sequences and changing variables such as the initial perspective of a scene, the transition type and the method of communicating the story (eg.: voice-over narration vs. text).
Finally, shading style was mentioned as a little too flat. I’d like to populate my environments with more detail, and switch from flat shading to two-tone shading. I’ve been researching shaders to get more control over how Unity presents models. However, I still think minimalism can be powerful, if used with very thoughtful, strong composition. I don’t think a game has to have a consistent amount of detail from scene to scene- the detail can probably vary somewhat for effect.