# the postmodern reality-mythology of superhot
superhot could be even hotter - that its central time based mechanic could be expanded to discuss reality dynamically
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firstly question the notion that the current ideas behind superhot are even automatically able to be best manifested by the superhot team themselves: that is consider 'open source ip' / crowd sourced development
one question developers could be asking is if ir unique venn diagram set of ideas is as freely open to players / potential garme developers as possible
rather than highly interested players come along and merely make endless suggestions for improvements after teh garme has already started being developed - and therefore locked down set in place and make unchangable - ensure from the very outset that whatever superhot is it's highly modular entirely floss freely able to be modded and generally evolved in whatever direction player-developers may take it
this means garme development becomes a multiple-way conversation between nodes in a system of organic development rather than a mere art-funnel with the artist at the top and the consumer at the bottom. that is fully blur the already fuzzy distinctions between players and developers - between playing and building garmes
the postmodern reality of superhot
the closest phenomena conceptually to superhot is not braid but receiver by wolfire garmes and the new aesthetic
perhaps the strengths of superhot lie more exactly in how it thinks it expresses 'coolness'. receiver is important and underrated not because of its unique working gun mechanic but because it's the potential to evoke an 'irreal' reality - an abstract / visionary mental projection
the kind of question player-developers could be asking is "how might superhot's time mechanic express a postmodern reality-mythology - how might its garme system space more fully express philosophical ideas and concerns about modern life?"
that is rather than simply shoe-horn in some cheesy back story make superhot a portal into a strange new world
as far as the central time mechanic itself it needs to be less linear -something other than merely 'die and repeat level'; respawn in a new place each time; add objectives and the ability to play the same maps at night; make the npcs and yourself spawn in new places and move / dive around in new ways every time
look at these animated images and ask: what could be the aesthetic / art direction of superhot say about its 'reality' - what potential ideas / narratives might it express? hopefully nothing as mundane as 'someone with a gun shooting unknown enemies for unknown reasons: rinse and repeat'
suggested garme mythology for superhot
john gaeta visual effects supervisor on the matrix movie has an elegant explanation of bullet time
bullet time is a stylistic way of showing you're in a constructed reality
consider superhot in the the same way: it could be less about the immediate fact you seem to be merely fighting and more about the fantastical / egotistical pleasure of motion in and through an entirely constructed hyperreality of form and color
new garme mythology for superhot
> superhot is an exploration of the postmodern aesthetics of stylized motion in a future artificial reality heavily guarded by the ruthless time patrol. you are a victim of accidental teleportation into ir universe. challenge ir dominance; only by avoiding ir fully procedural hail of bullets and traps will you survive to become the new ruler of this unique dimension
> ~ ur ludonaut theodore miles
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> it is no longer possible to fabricate the unreal from the real the imaginary from the givens of the real. the process will rather be the opposite; it will be to put decentered situations models of simulation in place and to contrive to give them the feeling of the real of the banal of lived experience to reinvent the real as fiction precisely because it has disappeared from our life
> ~ jean baudrillard simulacra and simulation
how to improve superhot
to improve superhot just add some double action boogaloo - careen off walls massively increase verticality show doves in flight etc
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// republic of bob