NECRO TROLL
Delve into the swamps of Antara Muka, where danger and riches await in equal measure. In its depths lurks the dreadful NECRO TROLL, hoarding spoils that every adventurer must challenge for a chance at unimaginable treasure. But how do you begin?
Video games promise agency and possibilities beyond everyday life, but freedoms must be surrendered to play. By placing objectives upon the player bereft of context or reward, NECRO TROLL questions the roles between players, games, and devices; asking “who controls?”
The “game” is a single scene presenting the title of a game with a simple prompt; do “something” to start the game, while physically arrayed before the player are a series of familliar inputs. Each successful input to start the game is met with yet another prompt to start, with the instructions becoming increasingly outlandish. From a simple press “space”
to unplugging the controllers, with each successive attempt players’ willingness to “play” the game is tested while at the same time defamiliarizing the seemingly everyday inputs presented before them.
Designers
Yong Zhen Zhou
Clement Zheng