I really like this thought of scenes. It is certainly something I might look into for my final project. I remember a concept I had for a walkabout game in which you would walk through the house of the media magistrate in
The Fountainhead, beautifully designed, and then you would hear radio flashbacks and see newspaper clippings about the past, leading up to the 'inevitable' end of the character in the book. A bit like
Salome but more wordy - did you call that a vignette, Michael? I remember you used a nice word for it.
I think an important issue is that the purpose of a place or scene is dictated by expectations. So if the player thinks he starts a game he will look for puzzles. But you can tell him there will be no puzzles, naturally. Downside is that all other media have some limit; film, books, poetry; all have a narrative. Even many walks through the woods follow a route that has a beginning and end. So just dropping the player in a room (or field of flowers if I get my way) will not really communicate a goalless system. But again, you can just
tell the player. "Enter the field, leave whenever you will. You can walk around but only Lucy knows the names of the flowers." Sort-of how I start my game currently; "You play the locomotion of Lucy..."
If we are going for realistic narrative I doubt there is any reason for keeping a player in a room - one more lost key and I will personally scream. But in a game such as
The Path or
Salome the narrative takes a step back, like in a poem. So we could. But;
It indeed is more about the fantasy of the player. Why not let him go if he wants to? In the Netherlands there is an amusement part sort-of like Disneyland but themed around little humanoid creatures (silly Hobbits) called 'Laven' who have their village. There are no attractions I can think of in that part of the park, but as a child I used to love it. In fact, I remember that part of my youth with a huge charm because that little village was somehow 'real' and the attractions were more just excitement. In that area you could stumble upon a bakery where the Laven were making (delicious?) Laaf bread and it would feel like you discovered it yourself; then you would run to your parents (no more than few feet behind) and tell them what you saw and invent a wholelot more. There is also a fairytale forest with just fairytale characters - again with no attractions one can enter. If people enter the park and walk through this area because nothing prevents them from stopping then that would be their loss.
If Disneyland is an excellent example for leveldesigners (as it to my annoyance so often is used) then perhaps The Country of the Laves is our example? A wonderful place of exploration?
Lets all just go there!I had an idea that started a while back; I am a great enthusiast of the nude side Domai, which is nude but without being sexual. It propagates shameless enjoyable beauty in nature, a bit like naturalism; from the viewpoint that nudity != sexual. Over the past months I had some discussions with Brits about this subject, starting with 'haha, silly prudish Brits' going to '

', so I thought of how to use games to challenge this notion. Along came a game set in the sort-of scenic water/sun-lit rock environment Domai often has, in which you walk a (clothed) woman to a bathing spot, where to the player's (feigned) surprise she undresses. So far things to many would be 'sexy'. Then the game would just be about... sunbathing, rock-climbing, swimming. To the point where the player has played in a single area as a nude woman for so long; having no goals; no options that are vaguely sexual; so he would sort-of get simply the enjoyable feeling of the experience of beauty. It bothered me for ages how I could make anything without goals. If I plant a flag at the top of a rock and tell the player to go get it then I have just made a normal game but with the perverted angle of having a nude avatar. If I make the game simply with a nude woman without goals then the experience itself becomes the main part.
When I just read this thread I realize this game is just a scene in which you can spend as much time as you want, looking for all the interactions. Perhaps she can pick flowers and put them in her hair? Carry around lilies? Dry in the sunlight?.. Doing a deferred interaction like in The Path would be very good. Specifically, I just realize this game is a mature Land of Laaf in which you get a scene that is rare to obtain in real life (especially since you control a character that is not you) which you can just explore.
Having a simple scene would make what the player does the focus. Just having an enjoyable environment and an enjoyable character to do it with.
I do not need a timer
or goals. If you create a pleasant environment I will look around it. I certainly want a mature Country of the Laves.