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The Salvaged Self

Research output: Non-textual formArtefact

Standard

The Salvaged Self. Eyles, Mark (Author); Eyles, Joe (Author); Hearne, Phil (Author). 2018. UK : Ambient Quest Studios Limited.

Research output: Non-textual formArtefact

Harvard

Eyles, M, Eyles, J & Hearne, P, The Salvaged Self, 2018, Artefact, Ambient Quest Studios Limited, UK. <http://www.eyles.co.uk/ambientquest/index.html>

APA

Eyles, M. (Author), Eyles, J. (Author), & Hearne, P. (Author). (2018). The Salvaged Self. Artefact, Ambient Quest Studios Limited. http://www.eyles.co.uk/ambientquest/index.html

Vancouver

Eyles M (Author), Eyles J (Author), Hearne P (Author). The Salvaged Self UK: Ambient Quest Studios Limited. 2018.

Author

Eyles, Mark (Author) ; Eyles, Joe (Author) ; Hearne, Phil (Author). / The Salvaged Self. [Artefact].

Bibtex

@misc{4192ccdbaab3405c9b8915d863719110,
title = "The Salvaged Self",
abstract = "A sci-fi art game meditating on life, death and consciousness. Journey into space through a fragmented memory palace.The Salvaged Self was developed for Ambient Quest Studios Ltd by Mark Eyles, Joe Eyles and Phil Hearne in their spare time from 2015-2018.Game description:An art game meditating on life, after-death and consciousness.A journey into space through a fragmented memory palace.An illustrated interactive prose poem of ambient moments.Salvaging of self through the voice hidden in photomontages.The game comprises eight chapters, each a single searchable screen. There are 120 spoken fragments of memory scattered across the eight chapters that together conjure an impressionistic story. Note that there is an underlying hard science fiction story, though initial impressions might suggest otherwise.This is an art game. There is little gameplay, the beginning is a bit confusing and so is the end. The middle requires player effort to untangle the story and figure out what is happening! A single play through probably lasts just over an hour (depending on how it is played). The gameplay draws on ideas of ambience and ambiguity previously explored in Mark Eyles' research. The game also focuses on a way of telling a story that relies on player cognitive effort to unravel what is happening. The connection between story and cognitive effort is currently being explored by Matthew Higgins as part of his PhD research.The gameplay is a hybrid of point & click adventure and first person shooter with the world moving while the pointer (cross hairs) remains in the centre of the screen. The core gameplay is the exploration of each screen by zooming in and out in order to navigate and search.Even though it has not been officially launched yet a PC version of the game is currently available. An Android version is to follow soon.",
keywords = "computer games, art game",
author = "Mark Eyles and Joe Eyles and Phil Hearne",
year = "2018",
language = "English",
publisher = "Ambient Quest Studios Limited",
address = "United Kingdom",

}

RIS

TY - ADVS

T1 - The Salvaged Self

AU - Eyles, Mark

AU - Eyles, Joe

AU - Hearne, Phil

PY - 2018

Y1 - 2018

N2 - A sci-fi art game meditating on life, death and consciousness. Journey into space through a fragmented memory palace.The Salvaged Self was developed for Ambient Quest Studios Ltd by Mark Eyles, Joe Eyles and Phil Hearne in their spare time from 2015-2018.Game description:An art game meditating on life, after-death and consciousness.A journey into space through a fragmented memory palace.An illustrated interactive prose poem of ambient moments.Salvaging of self through the voice hidden in photomontages.The game comprises eight chapters, each a single searchable screen. There are 120 spoken fragments of memory scattered across the eight chapters that together conjure an impressionistic story. Note that there is an underlying hard science fiction story, though initial impressions might suggest otherwise.This is an art game. There is little gameplay, the beginning is a bit confusing and so is the end. The middle requires player effort to untangle the story and figure out what is happening! A single play through probably lasts just over an hour (depending on how it is played). The gameplay draws on ideas of ambience and ambiguity previously explored in Mark Eyles' research. The game also focuses on a way of telling a story that relies on player cognitive effort to unravel what is happening. The connection between story and cognitive effort is currently being explored by Matthew Higgins as part of his PhD research.The gameplay is a hybrid of point & click adventure and first person shooter with the world moving while the pointer (cross hairs) remains in the centre of the screen. The core gameplay is the exploration of each screen by zooming in and out in order to navigate and search.Even though it has not been officially launched yet a PC version of the game is currently available. An Android version is to follow soon.

AB - A sci-fi art game meditating on life, death and consciousness. Journey into space through a fragmented memory palace.The Salvaged Self was developed for Ambient Quest Studios Ltd by Mark Eyles, Joe Eyles and Phil Hearne in their spare time from 2015-2018.Game description:An art game meditating on life, after-death and consciousness.A journey into space through a fragmented memory palace.An illustrated interactive prose poem of ambient moments.Salvaging of self through the voice hidden in photomontages.The game comprises eight chapters, each a single searchable screen. There are 120 spoken fragments of memory scattered across the eight chapters that together conjure an impressionistic story. Note that there is an underlying hard science fiction story, though initial impressions might suggest otherwise.This is an art game. There is little gameplay, the beginning is a bit confusing and so is the end. The middle requires player effort to untangle the story and figure out what is happening! A single play through probably lasts just over an hour (depending on how it is played). The gameplay draws on ideas of ambience and ambiguity previously explored in Mark Eyles' research. The game also focuses on a way of telling a story that relies on player cognitive effort to unravel what is happening. The connection between story and cognitive effort is currently being explored by Matthew Higgins as part of his PhD research.The gameplay is a hybrid of point & click adventure and first person shooter with the world moving while the pointer (cross hairs) remains in the centre of the screen. The core gameplay is the exploration of each screen by zooming in and out in order to navigate and search.Even though it has not been officially launched yet a PC version of the game is currently available. An Android version is to follow soon.

KW - computer games

KW - art game

UR - http://www.salvagedself.com

M3 - Artefact

PB - Ambient Quest Studios Limited

CY - UK

ER -

ID: 11595279