last article<\/a> pointed out. The mood set by the game doesn’t pressure you for result, if anything it pushes you to freestyle it more. You have two players in an environment, working together to build up the world around them. They can work together or just swing around wherever their senses lead them, looking for the next bud to blossom.<\/p>\nWhatever the players do, their worlds are kept together within the scope of the screen. Leaving the screen results in a direction pointer and a short three second timer warning to player to climb back up before a respawn and mild punishment. The two players therefore have to be in the some vicinity of each other. This is similar to setting up your networks in Facebook. Selecting which institutions you attending and becoming part of that game space.<\/p>\n
Whatever they do is universally shaping what is happening around them. Creating bursts of pollen, swaying the grip area – the plants around them, pollinating new buds and growing new plants. In a way this is very much like an offline world, with each person doing their own thing, but subtly connected online through the affects their actions are having on the environment.<\/p>\n
This is the same way Twitter or Facebook operates. Unless I chat with someone through the service, my actions aren’t imposing but still affecting the people around me. I upload a photo from some event on the weekend, a friend sees this and comments on this. This then ripples onto the profile of that friend’s friend who can see the album as part of an extended network through the updates feed. Although I’m basically going about my business, doing my own thing effectively, it is the flow off effect that make a network like Facebook or Twitter alive, much like the breathing world of Eden<\/em>. One cannot exist without the other.<\/p>\nAs you can see by the two examples, both Eden<\/em> and Facebook share similarities in the way in which they operate, seemingly likening the networking experiences to one another.<\/p>\n<\/div>","protected":false},"excerpt":{"rendered":"
Time to come down to earth a little bit and talk about Eden as a bunch of technical mechanics in relation to the feelings it encapsulates. You know, the way I usually swing. If you haven’t played Eden then this article should probably work favourably for you. Above I have included a gameplay video of […]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[409],"tags":[543],"class_list":["post-1074","post","type-post","status-publish","format-standard","hentry","category-game-discussion","tag-pixeljunk-eden"],"_links":{"self":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/1074"}],"collection":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/comments?post=1074"}],"version-history":[{"count":4,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/1074\/revisions"}],"predecessor-version":[{"id":1077,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/1074\/revisions\/1077"}],"wp:attachment":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/media?parent=1074"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/categories?post=1074"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/tags?post=1074"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}