tirsdag 25. januar 2011
The Labyrinth of IKEA
Came across this article in the dailymail the other day which thrilled me a little bit, lately Ive been intrigued by labyrinths, the enigmas of space, wich steps will lead you where, what decissions does one take, subdivisions of space and the entanglements we people tend to get caught in. Its about how the designers at Ikea have turned theire warehouses into massive labyrinths (not unlike the movie "The Cube") and totally have taken controll over the looted costumers. Not surprisingly, it works pretty damn well.
Exploration of these possibilities entails discovering previously unknown territory. By further studying the layouts of computergames such as Dungeons Masters and other likes (personally I know squat about computergames, but, its nice to watch theire layouts and willingness to establish new turfs, hierarchies and enigmas, so, I might be gamer one day) Ive tried to look into different ways to take controll or, the opposite- give the users a variety of choiches, and because of this one can find out
how they allways create new rooms and worlds to discover and thus make the player ( in a cityspace we would call him user maybe..) receive an "award" for his curiosity and his willingness to explore new territories.
However, for all this to feel like an accomplishment, there has to be a meaningful effort on the part of the players and a challenge on part of the DM. There can be no real exploration if the map isn't large enough or complex enough to allow failure, as in certain areas being missed. If encounters are presented one after another, there is no challenge and no accomplishment in this respect.(so they claim- I state: what happens when someone overrides this and doesnt play accordingly to the rules, i.e-in real life urban place its easier to make interventions.)
Will look further into this and see what happens when the well calculated rules of these games are transfered into a cityscape...