When working with videogames, there’s a a lot of different ways to represent speed, and a lot of the challenges they present start out as technical. Infamously on the PC, getting fast scrolling on a room to create the impression of single large spaces the player could move through was a big technical hurdle; outrun used a camera trick and moving single silhouettes, and the VR push of a few years ago (is it reasonable to suggest that VR is now over?) featured a whole host of ways to grapple with the question of duping a human brain that’s very very good at recognising when it’s standing still and convincing it that it’s not.
But that’s videogames, an entire form of games that I don’t really make. I could try, that may be interesting, but anyway for now.
How do we get to represent speed in tabletop game places, with human interlocutors? Have some ideas! Go go go!Continue Reading →