Identity Further Ideas
On the concept of questioning identity, present two sides of people
> Said to someone on a night out we have two selves, one is your worst traits, the other your best, and you can decide in every moment which side you will act with
> Could I present this duality to the viewer and encourage them to think about these two sides and making the right decisions?
> Simple exploration into the visuals of these two sides, or more developed game where they follow an option and it leads them towards a specific path?
> Gaming direction in choosing your player?Stefy Loret de Mola graphically visualises cycles of depression, personality types and self-recognition
> Mixture of photography, shapes, abstract forms, colour and monochrome all works together in creating a range of aesthetics that work cohesively together but present the different perspectives and feelings on the subject and in general by the designer themselves
dissociative identity disorderin British English
When it comes to emotions, we often we tell ourselves stories, half-truths or fiction about our emotional experience. One of the most common fictions is that we have little or no choice in how we feel.
That doesn’t mean that we can choose to never feel painful emotions. Anger, shame, guilt, fear, sadness and other painful emotions play an important role in our lives and even in our survival. And they are a part of life, whether we like it or not.
These emotions are triggered by events that happen in our lives. Physical pain, the loss of a job, feeling that important beliefs are threatened, a traumatic event or losing someone important to you are the types of life events that happen to most people at some point or another in life that can cause painful feelings.
But, that initial experience of emotion that occurs nearly immediately after something happens is more short lived than you might think. An emotion’s life-span is a matter of minutes or even seconds, not hours
1. Be Mindful of Your Emotion. Begin by observing your emotion. You might allow yourself to experience it as a wave, say by concentrating on the physical parts of the emotion and noticing how physical experiences such as nervousness, a beating heart or a heaviness in the pit of your stomach ebb and flow like a wave.
Now remind yourself that you are not your emotion. Don’t try to push it away or hold it close. You may think of your emotion as a messenger, telling you something about your experience. Welcome it, allow yourself to experience it and then let it go on its way.
2. Focus on Positive Experiences. Painful emotions can narrow your attention so that you are aware of only those experiences that continue to trigger the painful emotion. Consciously refocus on positive events and positive aspects of your life. To do this, you must notice when your mind has wandered back into remembering painful times or imagining more difficulties. Bring your attention back to positive thoughts and experiences over and over, until the after effects of the emotion no longer cause you to return to it.
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RPG
A role-playing game (sometimes spelled roleplaying game;[1][2] abbreviated RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making regarding character development.[3] Actions taken within many games succeed or fail according to a formal system of rules and guidelines.[4]
Designing for RPG's
Clear and consistent. A roleplaying product must be lawful good (or lawful neutral). Repetition, rhythm, whitespace, and hierarchy are subtle forces on the reader that make your RPG product easier to use. The grid creates a structure for communication. If consistent across pages, game masters will gain momentum as they read, sliding effortlessly between flavor text, stats, and their own imagination.
Simple and intuitive. Poor layouts kill great ideas while good layouts shoulder the cognitive weight of new information. Consider stat blocks: would they be better as sentences? One after the other, breaking only when they hit the margins? No. They would be adversaries to gameplay. But layout makes them allies.
Fast and efficient. A grid gets your ideas out faster without tinkering with spacing and alignment.
Innovative. Sometimes a layout can inspire.
Collaborative. Simply put, it’s easier to collaborate when everyone knows the space they’re contributing to.
GRID SYSTEMS
> Mark A Reynolds: developing interpretations of traditional principles found in Euclidean and philosophical geometry. He has discovered systems and harmonic constructions with mixed ratios and new geometric relationships he calls “marriages of incommensurables” and “unions of opposites”. These geometric systems unite chaos and order in complex
> Basing designs on such grids will immediately create sense of unification between the two selves
> Basing on grids follows through with the research on RPG games and the notion of making decisions and choices, life is a board game



















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