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<!DOCTYPE html>
<html lang="en">
<!-- Joao Dantas 100292405 -->
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<link rel="stylesheet" href="style/style.css" />
<link
rel="stylesheet"
href="https://use.fontawesome.com/releases/v5.2.0/css/all.css"
integrity="sha384-hWVjflwFxL6sNzntih27bfxkr27PmbbK/iSvJ+a4+0owXq79v+lsFkW54bOGbiDQ"
crossorigin="anonymous"
/>
<link
href="https://fonts.googleapis.com/css?family=Roboto:300,400,700"
rel="stylesheet"
/>
<link
rel="icon"
href="/images/PortfolioIcon.png"
type="png"
sizes="16x16"
/>
<title>History of Games</title>
</head>
<body>
<video autoplay muted loop id="myVideo">
<source src="images/Room - 31320.mp4" type='video/mp4'>
<!-- <img src="images/landingPageImg.jpg" alt="Rising sun"> -->
<!-- this imaage will be displayed if the video tag is broken -->
</video>
<div class="grid">
<div class="header">
<header>
<h1><span>A</span>ssignment <span>2</span></h1>
</header>
</div>
<div class="nav">
<nav>
<ul id="navBar">
<li>
<a class="hrefLink" href="references.html"
>References</a
>
</li>
<li>
<a class="hrefLink" href="group.html">Group</a>
</li>
<li>
<a class="hrefLink" href="structuralElements.html"
>Structural Elements</a
>
</li>
<li><a class="hrefLink" href="#">Lenses</a></li>
<li>
<a class="hrefLink" href="whyRE4.html"
>Impact of Gone Home</a
>
</li>
<li><a class="hrefLink" href="index.html">Home</a></li>
</ul>
</nav>
</div>
<main class="mainAboutMe">
<div class="photoAboutMe" id="photoActionEmergence"></div>
<div class="textAboutMe">
<h1>Lens of Puzzle</h1>
<div class="container">
<a class="backLens" href="lenses.html">Back</a>
</div>
<p>
Like most adventure games Gone Home asks you to solve
puzzles in order to access later areas, but unlike most
of its peers, it does its best to contextualize all
puzzles as being part of the world, including no out of
place concepts like a door which requires three stone
dogs heads in order to open in order to keep you
immersed in the real world setting. Most of its puzzles
don’t require too much thought, requiring you mainly to
just search the area in order to solve them, forcing you
to examine everything, making you pay attention to all
the little details they crammed into the environment.
</p>
<p>
One of my favorite puzzles is where you find a map of
the house which includes a room that doesn’t seem to
exist. This leads you to further explore the neighboring
room on the map, which ends with you finding a secret
passageway to another part of the house. Even these
strange secret passageways are later tied into the
house’s history further adding to the lore. Gone Home
cleverly uses it’s puzzles to not just act as a gateway
to progress like in most other adventure games, but to
force you to explore it’s detailed world and have the
solutions add to the story and lore of the game.
</p>
</div>
</main>
<div class="footer">
<footer></footer>
</div>
</div>
<script src="portifolio.js"></script>
</body>
</html>