Labyrinths are like mazes but the main difference is that they aren’t meant to be uncovered in their entirely unlike mazes. Borges creates a world that drives the mind of the read/viewer into various directions.
Blow the mind of the viewers by implying/creating multiple layers of information while also allowing the viewer to come to their own conclusions. This relates to the interactive project in that it needs to create an atmosphere that seems infinite even when its not. Create multiple ways the story could and might go. Other new media artists do this kind of thing in rpgs and honestly most higher ranking games in people preferences. Survival games such as Minecraft and 7 Days to Die are nice examples of a story that branches out to the point it feels infinite, especially in the versions that are procedurally generated.









