Dear Game Maker Community,
I would like to discuss philosophical/scientific design issues relating to my current proposal: A game honouring Satoru Iwata.
The game would be a tool or a sort of simulation, and it would deal with three things:
1. Time Travel
2. Honouring Iwata San
3. The collective unconscious.
Basically, the plan so far goes a bit like this: I have hypothesised a new "collective unconscious" element to society: The prison unconscious. What this is, is an element of the unconscious mind where we project onto others our feelings of being imprisoned, such that it could manifest in many ways, including vindictive behaviour or trying to isolate others, or uneven social hierarchies etc. Each member of a community has an unconscious feeling or conception. of what a prison is like, and it is transferred to others in social behaviour.
The idea of the tool/game is that to remember Iwata San, we realise through the game that his presence would reduce the feeling of the collective unconscious prison, and we can change the past or elements of the past in order to suit a different collective unconscious setup.
My current personal research suggests that different imaged patterns and variations could represent a scope into analysing existing games, music, art etc. So you would refer to different patterns and gain knowledge of the data required for analysis.
It could be thought of as being similar to psychedelic patterns related to brain imaging scans or looking down a microscope.
However, the rest of the game/tool would be different. It would be linked with human resource management simulation where you imagine Iwata San's presence and organise research/productivity efficiency. So it would involve a symbolic user interface and etc.
My concept for the interface is that we can monitor everyday events and real research with this tool, and apply the logic that if someone important passes from this existence, we can honour this passing by increasing efficiency in the scientific disciplines, and improve the well being of the collective unconscious through interfaces, patterns and images used analytically.
I could have posted this on a philosophy forum, but I decided that it would be more constructive to post it in this game design forum. It has been a long while since I have used game maker, so maybe if it is permitted, in this topic or another topic, I might want to assemble a team.
The other thing is, I don't think there would be legal issues with this, as clearly Iwata San did not belong to Nintendo in the same way as intellectual property does. I see no harm in remembering a person in a good willed fashion.
So hopefully we can discuss the ins and outs of my concept and create a meaningful tool.
Thank you for your time.
I would like to discuss philosophical/scientific design issues relating to my current proposal: A game honouring Satoru Iwata.
The game would be a tool or a sort of simulation, and it would deal with three things:
1. Time Travel
2. Honouring Iwata San
3. The collective unconscious.
Basically, the plan so far goes a bit like this: I have hypothesised a new "collective unconscious" element to society: The prison unconscious. What this is, is an element of the unconscious mind where we project onto others our feelings of being imprisoned, such that it could manifest in many ways, including vindictive behaviour or trying to isolate others, or uneven social hierarchies etc. Each member of a community has an unconscious feeling or conception. of what a prison is like, and it is transferred to others in social behaviour.
The idea of the tool/game is that to remember Iwata San, we realise through the game that his presence would reduce the feeling of the collective unconscious prison, and we can change the past or elements of the past in order to suit a different collective unconscious setup.
My current personal research suggests that different imaged patterns and variations could represent a scope into analysing existing games, music, art etc. So you would refer to different patterns and gain knowledge of the data required for analysis.
It could be thought of as being similar to psychedelic patterns related to brain imaging scans or looking down a microscope.
However, the rest of the game/tool would be different. It would be linked with human resource management simulation where you imagine Iwata San's presence and organise research/productivity efficiency. So it would involve a symbolic user interface and etc.
My concept for the interface is that we can monitor everyday events and real research with this tool, and apply the logic that if someone important passes from this existence, we can honour this passing by increasing efficiency in the scientific disciplines, and improve the well being of the collective unconscious through interfaces, patterns and images used analytically.
I could have posted this on a philosophy forum, but I decided that it would be more constructive to post it in this game design forum. It has been a long while since I have used game maker, so maybe if it is permitted, in this topic or another topic, I might want to assemble a team.
The other thing is, I don't think there would be legal issues with this, as clearly Iwata San did not belong to Nintendo in the same way as intellectual property does. I see no harm in remembering a person in a good willed fashion.
So hopefully we can discuss the ins and outs of my concept and create a meaningful tool.
Thank you for your time.