Workshop 3: Interviewing Mike Kwok

Y: Yao Dongni M: Mike

Y: Though I’m not familiar with games, I know that most of the games have a mission or task you need to do which attracts people. I wonder whether your game also has some those kinds of things?

M: Yes, they have something to solve. For my game, I produce different layers of the architecture, and some of them only make sense when you are at a certain angle. And you have to move to these points to find out what I’m trying to tell, what’s the information I’m trying to present to you. In other angels, they look like random. And I think another thing is that I allow them to choose the roles that they would like to take. So, in my game, the same building it has two separate sides that present the history of the same building. You see one event it has two different perspectives, and I would like to have that freedom, for the players to choose which perspective they would like to see. So, I use the dramatic form to give a sense of choice.

Y: So, it’s like an educational game for people to explore the city and know about that?

M: Yes, so if you want to make sense of that set of dramatic which doesn’t make sense in other places, you find the way to go through the point that I set up. You don’t know where the point is. So that’s the game. But It’s easier for you to get that point when the image comes together to make sense, and the importance of that image, the position of that image, is that they overlay onto the current buildings, so you see the background is all of the façades, you see the historical façade. But you move away from that point; it is all of the ways again. It’s also a play on time; you should travel through the city.

 

Yao Dongni (No.3035447350)

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