|
The Themes |
the ideas linked to the expression |
Check out the intro page fro
the rest of the story..
- repeated themes is the heart of the program - interrelationships
- design philosophy - must restrict scope to make highest quality
graphics and interaction - but have a large enough scope for
containing the fantastical and exotic and to retain future
expandability
- in copyright terms this page covers the ideas
to be expounded on - and the expression of the ideas is what is preserved somewhat here
but more fully explored in the terrain pages as in the Contents
- rampant with themes/symbolism: for example the underground
rivers of life and death - one flowing and the other non-flowing - one going to a defunct
nuclear laboratory - one going to a giver of life, the condensation sphere
- the idea is the rivers of life
and death - the expression of the idea
is underground and non-flowing for one river and the opposite for
the other, and both origins of the bodies of water are at nuclear
plants
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Anti-Slavery
Anti-Oppression |
- "20,000 Leagues Under the Sea" theme lends its
self to the anti-war/humanistic/art theme
- Further examples: an area with
the remnants of a slave camp and dock, the enslaved statues
juxtaposed against the "free" statues in the
lagoon, the monarch of the seas at the
"Observatory" and the Nemo voice-overs in a few
select areas of the virtual world and each time the explorer
signs onto the program. Through these explorations the
user will find conversations like Nemo's misgivings for his methods of fighting
oppression.
|
Nemo |
- Everything in this virtual world is pre 1900
- Nemo is Latin for "no one"
- Nemo spelled backward is Omen - which
has the same meaning in French and English
- Nemo=Nemesis (from Greek myth) - one who inflicts retribution or
vengeance - retributive justice in its execution or outcome - a
source of harm or destruction - these definitions of Nemesis are a
great way to describe Nemo as self destructive also
- "Nemos Mind" - even the title is possessive
- you are in a mental construct of the famous Captain Nemo of
Jules Vernes 20,000 leagues under the sea
- Voice Overs from Nemo's character will enhance the social
awareness theme of the conflicted struggle over oppression
- ambiguous nature of Nemo and all cultures - humanities
contradictory natures: science versus nature/art, peace through aggression - Nemo was
ambivalent - abhorred slavery yet imprisoned his passengers to protect his submarine -
pacifist/murderer
- access to the ocean wrecks gave Nemo unlimited riches which he
used in the book to give to the poor - but he also kept some in his lounge (where the big
round window is in the book and movie - although book has the opening/closing round window
on both sides of the hull) - if the world was a better place he would have expressed
himself in a manner like on Nemos Mind - he held him self high as a captain, an
Indian prince, and as a judge of death - reading the book it was obvious there were
stations in life where some serve and some master - Nemo just didnt like it when it
crossed the lines of torture, death, etc. - the Nemo attitude is that the environment
is his to do as he pleased and making enclosed environments such as the
Bonsai
Enclosure has more than just one theme in common with his Nautilus dominion - as an
example of how certain knowledge and power was reserved to the masters... Nemo and the
professor (who had his own servant calling him master) were the only ones to explore
Atlantis and the professor did not share the experience in any way with his fellow
prisoners - they both held science above all else - and the extravagance of Nemos
Mind expresses this - extravagance versus pride in the harsh discipline of a soldier - and
so Nemo had many quirks that would appear to be hypocrisies - the theme: his extreme
character is a reflection of our own nature and its conflict with the environment, the
need to control others lives while knowing we should leave them be
- how is Nemo reflected? enclosed - contained - formal
arrangements - functional - disciplined/harsh living - conditions, scientific experiments and excess electrical/nuclear power - stylistic
structures that reflect his technology - reminders of historic slavery - everything is
from his age or earlier - the Nautilus and INMO island and entrance
- everything that is built in his mind (this program)
fits -
true physics and connected systems reflect the scientific mind -
such as the bottom of the sphere is correctly at sea level and the
system to get fresh water from there to the observatory - the island is
basically waterless - volcanic - to have fresh water and electricity he has
a nuclear
powered steam generator in a huge condensation sphere underground where it is most efficient
and of course hidden from the rest of the world - all little details make sense - little
pulse of the cliff pool matches the rhythm of the steam plant pressure - tides are
reflected in the fog horn effect of the vent - overflow of water from
fire
fountain is used for sustaining garden and bonsai enclosure -
all details from a scientific mind
- Nemo was socially conscious but socially isolated - just one of
his ambiguities - in one way he can represent the isolation inherent by the separateness
of our minds - in another way he shows us the victim of slavery and suppression who has
lost his inner human self
- Nemo theme mirrors the ambivalence for violence and
subjugation which is something the world still deals with
- isolation - another theme of Nemo and this feeling is cool in
its own right and jives with mystery of Nemo's Mind
- Nemo was the first to appreciate and become an underwater
explorer (as a fictional character within the book's setting) - so there is a beauty into
making him the water theme in this program
- Nemo pacifist theme - island certainly explores Nemos dual
nature theme
- themes - like the enclosed bonsai is a theme right there - its
enclosed which is anal and it comes across like nature can survive against man only by
Nemos nurturing - very arrogant
- what is Nemos mentality? So far (do you have input?) he is
unbalanced, he has a strong scientific mind with out humanistic guidance - his only
humanistic guide is his mistrust and his anger/pain from family loss (suppression and
slavery theme). He is a protector of human rights and puts him self as the judge of who
must die - he loves and has faith in the beauty of nature, yet rejects anything above
water (in the first book, but not so much in Mysterious isalnd) simply because it is the domain of "Man". While others
wish to destroy nature and the world - he only wishes to know its every secret, to emulate
and control it. He has a lot of ambiguity in the nature and humanity themes
- Nemos Mind explores the extremes of humanity good and bad
and the hidden unconscious in all of us
- Nemo lives within us all - the design of this program emerged
first and then the realization the art, island, and surreal elements were only cohesive as
a construct of Nemos mind. See the very abstract very informal page - the
whole island stays true to explorations of that theme and the subconscious theme
- underwater is more beautiful than the land in Nemos eyes
|
Voiceovers
of Nemo Character |
-
Highlighted
on terrain pages in yellow
-
Crucial to get the Social Aware theme and
Surreal into place
-
Voice overs from the character Captain Nemo
-
Spare voiceovers are crucial to make Nemo's
Mind as safe to express beauty and wonder as the other genres such
as books and movies. Without a voice over then it appears the
makers of NM put their blessing on nuclear energy etc. Another
example of needed steering is the use of terms such as Genesis Beach
- the user can see the term as they please. But some users
will find a way to take offense such as thinking the makers of NM
imply an evolution stance in having users crawl up on to the
beach. See the example quote below
-
Voiceovers by a quality actor with Indian
accent
-
Every time the user signs on and enters the
Nemo's Mind environment a voice over is given to keep some focus on
Jules Verne's and Nemo's sentiment
-
Voiceovers could be placed strategically around
the island such as at the remnants of the slave camp and dock
-
Countless lines of dialogue from the 2 books: "20,000 Leagues
Under The Sea" and "Mysterious Island".
|
Memory and Regret |
- This theme is all about the burial of humanities history
- Voice Overs through
out the virtual world bring home the memories and his dubious
struggle against oppression
- The Ship Wreck off the
East of the island and the Lighthouse
off the West coast are 2 examples of structures in place as memory
devices and appropriately all of Nemo's Mind that resides on the
surface is physically encompassed within the bounds of his memories
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Jules Verne |
- Its time Jules Verne takes his place among the literary
greats. His work has often been slighted as purely children's
stories. The public bys into this when they seen "adapted
works of his 3 most famous works.
- As a "Geographical Author" he is perfect
for the physical environs representing the world, that Nemo's Mind
is all about.
|
Island |
- an island automatically transports the participant into mystery,
survival, and adventure
- an island = adventure in our minds = exploration - ideally the
explorer wouldnt know it was an island until they are at or near the top - nature is
beauty is art
- the island is Nemo's Mind. The surface is
consciousness. Underwater and Underground is subconscious.
Being airborne in the a dirigible (last mode of transportation to
come by) is super consciousness.
- Just as in life. The island starts as a
physical presence on the surface of existence and then becomes more
introspective. So it develops from surface to underground
|
Surreal / Dream |
- most of the details pertaining to surreal elements are in the
terrain descriptions
- why surreal? - for the art - for the mental aspect - for the
theme
- this adds the interactive elements to the art and architecture
- pure dream elements in the dream structures and the dream sphere
- explores a new "surREALity" - overdone weather and
colors and environments lends to surreal dream nature of program - a new theme in
surreality is dream and ...
- dream components of any culture explored
- participant is in a construct of Nemo's Mind - human art/human
condition meaning surreal events
- underground/caves have always been an
exploration of the subconscious
- being a construct of a specific mind with fixed
attitudes is ideal base for surreal and themes - Nemo was one of the
first global cause fictional characters and certainly one of the
best known
- land and objects shift over time, so nothing stays
the same. The lay of the land could literally be a conveyor
belt with uneven terrain running over an understructure of uneven
terrain and the flora and fauna stays within certain geographic
bounds. so the ancient road would end up shifting and
straightening etc. according to the changes
- any structure could be packed with more detail and art with
interactive elements - textures could move on walls to tell stories - columns could rotate
with scenes panning by that are wider than the surface of the architecture - structures
could transform from one architecture to another - one structure could show the evolving
design of its architecture as it did over hundreds of years
- surreal elements are concentrated around dusk - the magical time
of day especially to dream cultures and dream researchers
- not being able to see own body adds to the surreal and
concentrates interaction out of self - no use for hands in Nemos Mind
- some lighting effects like sun reflecting off ocean or sun could
be overdone in the surreal - notice me realm
- some surreal specifically for the morning like the haiku with
boy crossing bridge with the sun - haiku given audibly for a scene in a painting that is
animated - or by shadow on real terrain
- maybe all surreal is either underground or at dusk dawn -
consistent - just another detail that I already overlook but gives huge character to the
setting - another aspect is this accidentally becomes a cheap hook - participants are
conditioned to get on line when the most is happening in early evening - when most are
done with the day
- morphing terrain for the surreal - like rocks that suddenly
change into something recognizable and then back again - specially with the help of moon
shadows as part of the shaping - morph structures etc. - this would be great juxtaposition
for nature and man similarities - but no matter what - keep it beautiful and consistent in
themes - morph stained glass as a video show - influenced by the participant
- look over a valley at dusk/dawn/night and suddenly a zoom in to
a scene playing out below - a scene from something Nemo read etc. or even a scene from the
novel!! - cool The books in Nemos library all have the surreal scenes within them -
find the old books and use them for the scenes and poetry that turns tanks into scarabs
etc. - layers within layers - environments within environments
- once you have seen a surreal or an art object then it starts
popping up elsewhere? like after seeing the surface of the moon in the binary area maybe
seeing full moon when in the volcano transports you into the moon and when you look over
the rim its nothing but sun and shadowed moon surface - eventually the environment morphs
so much that the sun disappears and all is permanent twilight?
- surreal star sequence - stars become figures like the
constellations
- the more the environment is in sync with your real environment
like day/night/moon/tides/weather then the more surreal it is - because virtual links more
with reality
- speed up the cloud movement and behavior noticeably for the
surreal and for the watching and for obvious movement of cloud shadow across the terrain
- suddenly the screen goes to white and then your view is looking
from above and diagonal - suddenly quiet - or a sense of wind - then the screen tilts and
slides and hear wings flapping - when vision goes back to normal you can look up and see
the crow - perhaps every creature does this to you - it would be very surreal and an
environmental theme and a way to find something as small as a snail or at least a special
one like a golden snail - the spooky Tomb Raider effect
- squid or dolphins do flash transformations into mermaids etc.
- moon rotates with discernible shapes across a surface that must
be at least 50 moons wide during an hour - a scene transforms on the moon face or on a
full moon or it rotates faster with a scene of something like running wild horses
- could add stories in an alternate universe surreal way by doing
all extra computer controlled characters by shadows on the ground - could have clouds wipe
out any violent scenes - would be extremely easy to add this cheap but other world
animation and story - extinct animals like saber toothed and woolly mammoths etc. -
dinosaur
- only the shadows from moon or other light source show people or
animals that aren't there - moving around - very surreal and very easy to do versus
animating the source of the shadows - this could be a lot of fun - what should we have our
shadows doing? - maybe also our own avatar shadows starting to do their own thing - in the
first stages of the program they would be pre-rendered shadows but later on real source
from invisible animations and maybe interactive
- make invisible portals transporting to another place or time -
seasons of year - kind of like secret of the program the participants can tell each other
about - where to find
- adds a space that doesnt really exist in the
"real" world of the island - this would be great surreal surprise perhaps
related to where last at - perhaps a parallel event from Nemos past that made him
construct the area just in before transported - such as a place from child hood where he
met a young girl - so there is an animated/video of her - - perhaps a triggered ephemeral
blue shimmer near where the transporter is - like a beckoning or an interference from
another consciousness
- if a contributor wishes to stage a surreal event
with lighting in a night environment - do it with portals - such as
walking into the carousel area suddenly changes all to night
like the change in terrain when you step into the snow version of
the 3 Sisters
- surreal previews or flashes - and deja vu - symbolism to use
through out the participants exploration - previews and flashbacks to areas that are linked to where at -
or moving toward at the moment
- Atlantean writing and graffiti carved into the ceiling of the
Observatory Alcove. Anything like this should be changed on a
daily basis like all petroglyphs rearranged etc. thru out the island.
Nothing is static. All is fresh
|
Dolphin |
- Perfect representative of the subconscious.
Supposedly the only mammal that never completely sleeps - 2 halves
of brain take turns with conscious and unconscious states - possibly
lives in a semi dream state at all times - the dolphin is also one
of those re-entrants - all mammals are originally from land
- When ever the explorer is near water or in their personal
mini-sub "Dolphin" (or Nautilus) they will have a
companion dolphin. The Dolphin has always been seen as
living in a half sleep and is the explorer's escort into the
dream state. All the qualities that give our affinity
to the dolphin will be admired here in its physical movement
and grace. Its power and playfulness is what draw us
to its fluidity. Whenever one or more explorers are in
proximity to other explorers and the sea then local dolphins
play and create visions in the water and splashes. If
all in this virtual world is the psyche then all below the
surface and in the water is the subconscious.
- first appearance is when you arrive at Genesis
Beach
and anytime you come back to the beach or get into your personal
mini-sub Dolphin - Always calling the explorer into the water
- blur the line between dream and wake state (like
the dolphin maybe does - they have always been looked at as
- messengers of another world
- perhaps use specific dolphin or other sea mammal
that is extinct
- dolphin is used as model for the personal mini-sub
Dolphins
- dolphin is used as art motif on dream structures
from all cultures and as a Captain Nemo theme
- dolphin is used as the caster of dream animations
in the Dream Sphere
|
Explorative Journey |
- in most of Jules Vernes books he details the natural
wonders found on some kind of journey (in JV circles his books are known as the
"Voyages Extraordinaire"- (as a kid I always wondered how deep is 20,000
leagues? silly me - the distance refers to the distance traveled through the book - which
is around the world non - linear
- JV has also been described as a geographical author
and the island that is Nemo's Mind reflect all the best of
that
- In this chat terrain we use the journey as just another symbol
of the psychological environment - from the sea to high desert - symbolic? - like a
walkabout or Native American or soul search - to induce a dream state - very little
surreal until halfway across the island
- eventual journey brings you to the top of the island - the
volcano - symbolic - and back to the sea -OMEN island
- further or deeper you have been on the island the more surreal
elements you find
- the travel around island is non-linear except when trying to
penetrate by sub then the last 2 areas are linear
- a journey through the island and mental transformation
- exploration and finding surprises is key
- uniqueness - nonlinear - no archaic level by level design
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Universal - Global Symbolism |
- Nemos Mind will boast creation by the global subconscious
imagery as detailed by the earliest known art and architecture up to Nemos era -
anything in our global history that is surreal or seemingly unexplained or dream based and
the evidence used will stop with the latest at Nemos era. This really makes these
artifacts universal when we realize these architectures associated with subconscious are
still here - not just produced in the last century
- Nemo is worldly - reads all languages - 12,000 books in the
Nautilus library - born in India - traveled in Europe
- global architecture
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Art |
- "virtualized art" is interactive art - the best
possible
- almost all art except the surreal art in the Nautilus is dream
associated
|
Time |
- true natural rhythms such as moon phases - tidal considerations
- timelessness will be captured if the patterns/cycles of nature are simulated - shadows -
sun dials
- time is also reflected in transformations - such
as the ageing of structures by 2,000 years through the day - the
terrain could transform too in later engine updates
- reflected by water clocks and the historical feel of all being
prior to Nemo - all mechanicals including sub locks need a pre-turn of the century look -
1866
- memory is a mental element of time that is played with - the
most eastern and western surreal events and human evidence are from Nemos memory -
memory is also linked with social memory/universal symbols/subconscious - anything at
Nemos retreat is representative of memory and nostalgia - another symbolism
by chance
- branching caves of humanity
- any architecture that was an instrument of art
or time will be in the dream structures - such as the Stonehenge
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Landscapes - Natural
Art |
- immersion = beauty = details, animation, living environment with effects
and cycles (tides, day/night, weather, wind, lunar)- real vegetation and terrain will be a
key to appeal
- non-linear exploration - searching - tracking/following -
befriending, different terrains and biomes, beach, mountain, slopes of volcano, cliffs,
tropical river, waterfalls, caves, ruins, beautiful under water lagoons
- huge open natural beautiful environment, several transitioning
biomes
- virtual worlds will be drawn toward natures art - there will be
a lot of park settings in each cities virtual world representation - spurring some
actual regulation of real parks to match the online
representative - reverse that tide of
disappearing parks - sorry starting to rant - but it will be
interesting to see these influences
- recreation and re-creation (hard e) are the same -
both are wow factor
- with graphics this good only curiosity is needed as the driving
factor (ala Myst) - a constant horizon - not knowing if you have really seen it all -
needs to be that big in size and openness - openness is a key to replayability terrain
wise
- non-gaming world will be fascinated by casting shadows -
fogging- wave action and water beauty - a huge audience wants the natural beauty that
todays engines are quickly becoming able to convey
- this kind of virtual world could become the highest form of
art/interactive - its interactive with multi-participants and spurs discussion and
evaluation with its solid consistent theme
- scenery - all of us appreciate a good picture and now we can
start using it in interactive 3D
- amazing weather and stellar physics = beautiful art
- amazing graphics in a huge environment big enough to get lost in
- characterized by rich outdoor settings - views extraordinary and
biome transitions
- everything is real - shadow clouds weather tide currents wind
vegetation, ability to see forever - that should be their emotional reaction
- successful adventure games use natural environments with human
architecture mixed in - we have found what the artist in all of us wants - Myst was proof
for all the beauty of this mixture - wind, shadow, clouds, sunsets, day/night - people
just love the fantastical settings using industrial (Nemo) age machinery!!
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Exotic |
- The far out is an important feature to spur consciousness
- Nemo's Mind tries to contain some cohesive themes
but not at the expense of the fantastical. The Observatory and
Bonsai Enclosure are a few examples of how a terrain could be argued
as over the top. It is the other advantages of making the
fantastical and exotic that win out.
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Water \ Glass |
- an island surrounded by the symbol of subconscious
- river of life and river of death
- glass and water both can be a symbolic medium of transformation
- more straight forward along this line is the popularity of crystals
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Victorian Technology |
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