It is aimed at accomplishing a behaviour study on the players. Experience submerges the guinea pig in a world of immoderate proportions, while remaining...
It has been achieved in the framework of a Mini-project at the National
School of games and interactive media to Digital Angoulème, the ENJMIN.
Each player will make his own learning of the universe based on a collective memory (everyone knows that fire burns, hurts a fall, that drinking water quenches thirst, etc..) But with a necessary adaptation because of the change of scale.
It is aimed at accomplishing a behaviour study on the players. Experience submerges the guinea pig in a world of immoderate proportions, while remaining in a credible and consistent, common space and it, to notice its reactions
To put it simply... you are a baby now go play dumb ass.
Two approaches to the game are possible. First, the player can follow the riddle proposed, and therefore adopt an approach called "slide" that is to say, a linear and scripted. Or Secondly, the player can discover the world and interact with the scenery, the only limit is your imagination. So here he adopts an approach called "sandbox", it is free and often unusual. Also how to play, an analogy can be made between the realities..
The player embodies the guinea pig, and the designers of the game can be seen as the scientists conducting the experiment. A sequence of tests would allow, for example, to study the behavior of players in the face of the unknown and the interactive elements. As in all the experiences, some guinea pigs will "succeed" and get out of it. On the contrary, other will "fail" and starve to death during the adventure..