In addition to the 3 options provided at the ‘waypoint’ on each pathway the players could encounter trapdoors which deploy gravity as a narrative device, which when encountered, will drop the player to a previous point on the track below.
I have been thinking about gravity and its influence on ‘wayfinding’. I am considering how to best facilitate player orientation and navigation. I am interesting in how all the senses provide information which influence a players sense of spatio-temporal proprioception (the sense of self in place and time as informed by the physiological senses) and what this information consists of in natural spaces.
Reflection
I am uncertain if using gravity as an immersive tool or as a narrative will have any bearing on the work. I need to add some practice projects in the world but I will also need to conduct further experiments as well gain user research.
This concept of the players sense of self seems important in attempting to immerse the player within the virtual world.
Do I need to have the player jump (or fall) in my game and will this help to create a better immersive experience ?
in). When am aware of gravity when I observe a waterfall and physically in my body when I jump but I’m not sure if this has any influence on immersion.
Can the abstract sense of ludum gravity be deployed to better immerse the player in the virtual world ? Does ludum gravity have little influence on immersion in VR?