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<!DOCTYPE html>
<html lang="en">
<!-- Joao Dantas 100292405 -->
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<link rel="stylesheet" href="style/style.css" />
<link
rel="stylesheet"
href="https://use.fontawesome.com/releases/v5.2.0/css/all.css"
integrity="sha384-hWVjflwFxL6sNzntih27bfxkr27PmbbK/iSvJ+a4+0owXq79v+lsFkW54bOGbiDQ"
crossorigin="anonymous"
/>
<link
href="https://fonts.googleapis.com/css?family=Roboto:300,400,700"
rel="stylesheet"
/>
<link
rel="icon"
href="/images/PortfolioIcon.png"
type="png"
sizes="16x16"
/>
<title>History of Games</title>
</head>
<body>
<video autoplay muted loop id="myVideo">
<source src="images/Room - 31320.mp4" type='video/mp4'>
<!-- <img src="images/landingPageImg.jpg" alt="Rising sun"> -->
<!-- this imaage will be displayed if the video tag is broken -->
</video>
<div class="grid">
<div class="header">
<header>
<h1><span>A</span>ssignment <span>2</span></h1>
</header>
</div>
<div class="nav">
<nav>
<ul id="navBar">
<li>
<a class="hrefLink" href="references.html"
>References</a
>
</li>
<li>
<a class="hrefLink" href="group.html">Group</a>
</li>
<li>
<a class="hrefLink" href="structuralElements.html"
>Structural Elements</a
>
</li>
<li><a class="hrefLink" href="#">Lenses</a></li>
<li>
<a class="hrefLink" href="whyRE4.html"
>Impact of Gone Home</a
>
</li>
<li><a class="hrefLink" href="index.html">Home</a></li>
</ul>
</nav>
</div>
<main class="mainAboutMe">
<div class="photoAboutMe" id="photoActionFlow"></div>
<div class="textAboutMe">
<h1>Lens of The Game World</h1>
<div class="container">
<a class="backLens" href="lenses.html">Back</a>
</div>
<p>
The game is a case study on how to develop a non-linear,
narrative-driven game. To begin with, the game world is
basically a mansion, to the likes of Resident Evil 1
kind of mansion. What makes sense of it and turns it
into something special is the story behind it. From the
get-go, the exploration and discovery are very evident
because the protagonist is faced with an emptied mansion
and the lens of curiosity comes right afterward with the
sensation of “what happened here, where is everybody,
why the house is empty?”. The story from the very
beginning is filled with twists and turns and offers an
ample stage for the characters involved to hold their
own share of secrets (lens of secret), and shortcomings
that it is up to the player exploration to find out more
about than.
</p>
<p>
The game gets close to the adventure games from the ’90s
regarding the idea of solving puzzles in order to access
new pieces of the world. What is different therefore is
that the puzzles here are not purely non-contextual but
actually are much more tied together with the story and
lore of the game if compared with the older games of the
same genre. The rebirth of this genre in the mid-2000s
pointed in the direction of fusing the game and
narrative better but I cannot think of any game that
carried the narrative to the depths that Gone home did.
It is a narrative that shines a spotlight on themes like
sexuality, friendship, and family immersed game world of
suspense and mystery.
</p>
</div>
</main>
<div class="footer">
<footer></footer>
</div>
</div>
<script src="portifolio.js"></script>
</body>
</html>