"Most of all, you'll need life experience. As a designer, you are crafting experiences. You cannot do this without having some yourself; go live." -- Extra Credits on how to be a game designer
In this thread, discuss life/world/people experiences--whether real or hypothetical; common or uncommon; desirable or undesirable--and how they can direct concepts and develop ideas of game design.
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Solitude In a Giant Group
An hour ago, I walked out of a crowded theater room and into an even more crowded theater lobby; packed wall-to-wall with people like me who had just seen Iron Man 3.
I live in a rural neighborhood; my day job mostly involves being in or around large, quiet, empty houses; and I don't go to the theater very often. Being in a tight, crowded area is something I very rarely experience. I very much enjoy being alone; I vastly prefer being completely by myself with my Android while I take a walk or cook or do chores.
I was totally caught in surprise when the ex'purunce of tight-packed human-density I had earlier this afternoon reminded me that, despite my affinity for isolation, I also really enjoy being in big crowds.
What stood out mainly was when I went to the bathroom. From the time I went in to the time I walked out, I felt like I was invisible; unnoticed. I felt just as free from awkwardness and just as 'by myself' with seven other people in the bathroom as I would if there was no one else.
So what I realized was, to a great extent for me:
Being in a big crowd and being all alone are the same thing
And this, I hypothesize, is a very welcome concept on the drawing board of a stealth game, or a free-roaming adventure game.