History That Hasn't Happened Yet
In videogames, we typically navigate a sequence: of levels, challenges, narrative events, and so. But what happens when we are confronted with that sequence all at once? Our attention shifts from navigating that sequence to configuring it: arranging and re-arranging the elements juxtaposed before us, and examining - rather than slowly uncovering - their relations. Out of time and out of sequence, narrative events are no longer things that could or might happen: they are simply history that hasn't happened yet.
Use the left-mouse button to rotate the diorama, and to click on objects within it.
Hold down either the right-mouse button or the left shift key to zoom in.
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