Opening Comments

The Museum

The Story

Principal Characters

Floorplan Strategy Game

Navigation & Exploration

Galleries & Vignettes

Items & Encounters

Hands On Displays

Development & Design Notes

About Story & Philosophy

Executive Summary (PDF)

At the start of the game, each Gallery and Passageway is populated with a few active Items. As the Visitor continues to explore, get to the target Galleries and solve puzzles (called Hands On Displays or HODs), more Items become active. Therefore, every time a Visitor revisits a Gallery or Passageway, he is likely to discover new Items. Galleries are more packed with Items and Displays, activated by the Visitor. Passageways are more sparse and most of the Items in them are not active Displays.

The world of The Collector exists on a number of "levels". So travel is not just laterally or through time, but in depth. There are macro and micro spaces within spaces, worlds within worlds.

The environment is rendered in realtime 3D. Because speed is not an issue, the graphics are high res and visually rich.


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