![]() Psychosis used to be thought of as this extreme phenomenon that was completely separate from the normal experience of the world. This idea, too, is deeply embedded in the game: the player becomes sensitive to the visual clues and illusions around them as they progress through the world. ![]() ![]() We all tend to think that we have a clear representation of reality, but most of the time our minds are actually making it up, deciding what should be there rather than what is there. PF: We wanted to represent symptoms such as voice-hearing and hallucinations, but also to go below the surface and explore what we know about normal perception. How did the latest research and thinking around psychosis feed into the game’s development?
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