When philosophy and game making collide
After a long drought, I’ve been back at making games and released three in a row.
Divine Techno Run: http://www.newgrounds.com/projects/games/726080
0h maze: http://www.newgrounds.com/portal/view/627914
Interestingly, all 3 games have a concept in common, which is the idea of infinite world. Right before writing this blog, I found a philosophical article about different perceptions of the world that relate to that. In the article, one idea was that objects exist as a phenomenon of consciousness. What it means is that objects just cease to exist if you stop looking at them. There’s no existence without perception.
That sounds like a very silly idea at first. As it turns out, in the world of video game, the idea is real and concrete. Just think about it: All three games put you in a place where you can roam infinitely. In 0h maze, there are blocks everywhere that you can push. There are glow-sticks found at every corner in Divine Techno Run, no matter how far you go. In FLO, there is fog everywhere, and if you run in one direction straight without stopping, you keep bumping into people. How large of a cloud server I would need to store all that information? In reality, not much. The program simply generates the world as you progress.
There’s nothing on the left screen of 0h maze until you move there. The end of the party is empty in Divine Techno Run, but people start to exist as you approach it.
So do things exist only as you perceive them? You might never be able to answer such philosophical question in the real world. Yet, those theories are concrete in the video game world, and being aware of them can help when you’re making a game.