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Souls are few and far between. The desolation behind the glass is mirrored by the void before it.
Niches filled by strains from far away. New life clings, flourishes. Carried on the boots of travelers long past.
In art there is something called the serendipitous mistake.
One of the reasons traditional artists hesitate about working in a digital format is that you have the ability to undo anything you don’t like. You’re not forced to work around it. You don’t have to think outside of the box to come up with something clever. In a traditional piece of artwork, you have to work with what you got, warts and all. That constraint can push a piece of art or illustration or animation to new levels. When I first started in the industry, I worked with artists who deliberately introduced serendipitous mistakes. They restricted the undo stack to 1 action, they did all of their under-painting on top of an upside down photograph or a text created from paint splotches on the floor.
That serendipitous mistake effect carries over into game design as well. Whenever you work with a team there are going to be design issues. Sometimes they stem from mis-communications between team members, sometimes they are constraints with the hardware or the software. Design inherently forces the serendipitous mistake, so keep your eyes peeled and be ready to embrace it when it happens.
I ran across this interesting paper tearing down this type of effect here:
They hide in plain sight, scuttling to and for and back again, carrying tightly wrapped secrets in plain brown wrappers.
I was staring at the security camera in the parking lot the other day. Like you do. They’re nowhere near as interesting as they make them out to be in TV/Books/Videogames. In fact, the only reason I noticed it is because I was on a phone call and I was *looking* for something boring to point my eyeballs at while I focused on the conversation at hand.
When I was little we used to play “spot the camera” at the big marketplace. They were new, and the images were displayed prominently for anyone to see while they were checking out, so we used to go mug for the camera in the very corners of the store.
Outside of the store, there was always an adult with their eyes on us. This was back when you could still call out other peoples children for being jerks, so it seemed that everybody old enough to drive was poised to deliver a loudly vocalized opinion on what I was doing at any given moment (here’s a hint, I’m really rather boring, so I never have been able to figure out why people complain so much).
In Church on the weekends, we were solemnly advised that God was ALWAYS watching. ALWAYS. Same thing with Santa, but Santa could at least be bribed and had a memory of about 6 weeks.
So it occurs to me that, maybe the reason that there is no hue and cry about mass surveillance, that nobody is kicking up a fuss (at least not to levels expected) about being watched on cameras 24/7, or the NSA reading our emails, or that the idea of pre-crime seems to be utterly banal. There’s a perfectly good reason for that. It’s because we have always been watched. By a parent, but other parents, by your deity of choice, by Santa, by your teachers, by your boss. We have been raised with the societal understanding that no matter what we do, somebody is always watching. So now that somebody ACTUALLY is, it’s an utter non-event.
Below is the link that ran me off into this train of thought.