The line between ‘Fake News’, ‘Propaganda’ and harmless ‘Misinformation’ is heavily blurred by mass media and users in social networks of today. On Track is an interactive installation that premiered at GOGBOT 2021 – a creative technology festival in Enschede, The Netherlands – shining light into this unclarity.
Design by research in Deep State 9
Showcasing an immersive fictional disaster followed up by fictional news-flash videos, Off the rails concentrates its effort to clarify those terms by having the user decide per video, which type of false information it represents. In a form of a social experiment, this data has been anonymously collected and presented afterward to the user.
Aging Well
Airing under the title ‘Recalibrate reality!’, Off the rails stimulates its users to be aware of what information source they will use in the future.
Two years later, this research project has aged well, as we all watch artificial intelligence slowly making its way towards world domination.
So, here’s Level 1 for you. In every level, we’ve got a player character at the bottom left and a level goal on the top right. Most important is, though, what’s between the two elements: The area that the player traverses across, which appears to be tiled into quadratic fields.
The player traverses the levels tile by tile upon given input.
Voila! Once we’ve reached the level goal, we get to play the next level.
The level is completed once the player has successfully reached the level’s goal.
Door Stuck
And would you look at that, we find the finish line of Level 2 is obstructed by a locked door. But there is a tile that looks different than the others. Stepping onto it, the door opens for the player, but closes immediately after stepping off. It appears that leaving something behind on this pressure plate might keep the door open just fine for the player to pass through it, right?
Doors open when their corresponding button interacts with another gameplay element.
Core & Key
But here’s the clou: The player hasn’t got anything to put onto this pressure plate. There is no inventory, no object in the environment to push. All the player has is their ability to move into four directions. Let’s sacrifice a walking direction for the door staying open in return and carefully plan our path to the finish under these new circumstances.
The player can trigger a button continuously by giving up one of their four movement directions.
And that’s it! Later on, the player will encounter other elements using the same mechanic, such as light-beams and teleportation-fields, which adds to the complex strategic thinking that players will have to adopt.
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The festival’s expo is mostly made of Photos, Videos, and Installations and required a the digital counterpart of it to be extremely optimised.
Videos and photos are displayed on monitors, that are arranged across the virtual space. Installations (including this years flagship of the festival called ‘Cluster’) are allocated into special rooms, that were carefully implemented together with their creators.
This VR concept originated on a freaky late night idea of connecting an oscillator into the video input of a beamer, which allowed projecting highly experimental, interactive black and white visuals to the wall.
This concept sparked the idea for Occams Razor (in a more digital artform), using virtual reality as the medium of experiencing a number of ‘rooms’ and their variations.
Synapse Overload
The application features a fest of three dimensional artistic worlds to explore – from simple optical illusions ever-changing to the rythm, to three dimensional fractals, as well as well known optical effects realised in the 3D space.
The level has been created around its central feature: Risk & Reward. It is up to the attacking team: Going conventinally slow and stealthy – or: making a risky leap towards an elevated advantageous position with good look over the level.
Unique all around
The level features a variety of never-seen-before applied level design decisions and extremeley saturates the risk-reward principle rarely seen in common levels.
Pace
The level’s fast-paced design is a real party piece to players. Dockyard stands as one of my most popular levels I have created when it comes to gameplay.