Here is another update from your favorite dentist! I thought I should talk a little bit about the genesis of our current project: Beacon 38.
Before it was a game, before it even was a prototype, it started on a whiteboard as a very simple concept: "To observe is to influence". Inspired by the observer effect both in physics and anthropology, the idea is that one cannot ignore its presence and the impact on the system it is observing. The act of looking itself is not impact-less. In physics, it is often due to the input of the photons sent into the system to observe it. As soon as the system is small enough, these photons can dramatically change its energy and state. In anthropology, not only is your simple presence, and example, affecting those you are studying, the knowledge of being observed can alone completely change their behavior.
Considering our passion for exploration in games, it is no surprise that this concept fascinates Alex and I. We decided to make two prototypes where the main mechanic would be observation and the twist, the impact. One of them was called "Skull".
The other one "Sonar".
Sonar had you thrown into a dark world, one you would need to reveal with a "sonar". Initially, you would reveal sources of fuel and obstacles to evade. But soon, creatures would start reacting to your sonar, hunting for you. As you understand their behavior, you start being able to direct them. Observation as the main mechanic, where to look is to act.
It wasn't really a game yet, but there was something to explore. Pun intended.
To be continued...
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