| Summer 2010 Prototype | Adventure | Adobe Flash (Windows / Macintosh) | 
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											 Symon is a point-and-click adventure game that takes place inside the dreams of a paralyzed patient. Through exploration of the pensive and sentimental dreamscape, he rediscovers repressed memories and tries to reconcile his troubled past. The game requires the player to think differently, stepping out of the normal boundaries of conventional adventure game logic. Symon places a heavy emphasis on dream-logic, using memory and concepts of synesthesia to form the (il)logical connections required to solve the puzzles. Each dream world is populated with characters and objects that represent his broken past. But each time he returns to the dream state, the puzzles are different. Every playthrough is different. While the traditional adventure game is linear and hardcoded, Symon aims to bring a fresh experience through the introduction of procedurally generated puzzles and game-spaces. Research Question 
											    Symon is an experimental adventure game. The puzzles try to reproduce the odd logic of dreams, where things make sense -- but not quite. This logic becomes the underlying system of the game, which generates new puzzles procedurally whenever you start dreaming. The theme of the game (being in a dream) is therefore embodied in the design of the game, which at the same time aims at introducing replayability in the adventure game genre.  | 
										
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