A quick update for The Word Is Not The Thing. I’ve completed the home and train areas and am moving toward building out the first trailer. Things are moving along well.
Some design notes include trying to understand what happens when I play through just the first area. It’s quite an interesting thing indeed. I think as long as you go in with the understanding that we are not rejecting the word, but seeing its effect, we can directly experience the feeling that remains when we remove the word. And if we do indeed keep observing, that feeling gets dealt with. I’ve spent a little bit of time trying to understand that myself. Intelligence sees, and in seeing the word’s effect we are left with the feeling. What happens if we don’t escape from the feeling with another word is up to you to find out. I think this excerpt from a J. Krishnamurti book sort of relates: “Intelligence sees the falseness of what is going on. When thought is free of this falseness it is different. Then it begins to be a parallel to intelligence.”
At any rate, I’ve also noted that each player will have a different response to any given word. So, in essence, somewhere along playing the game, there will be a word that a player has a stronger emotional connection to than others. The words and narrative are designed to build up from environmental words to the stronger emotional words we might just not feel comfortable with.
Check out the train area for now.
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