Nowhere

Process
The purpose of this project is to explore how to guide players into a state of flow and how to use games for immersive storytelling under constrained conditions. Many symbols and settings in the plot can be interpreted in various ways, leaving the interpretation space to the players. The game minimizes all UI and unnecessary instructions. There is no concept of death in the game, and players are not punished for operational mistakes, which greatly prevents players from quitting the flow state due to the game being too difficult.
Related Comments
“This game is very difficult, but I still played it many times.”
“I was very touched, even though I don’t know why.”
Outcome






