Gamasutra has an interesting (if spotty at points) article up with Tetsuya Mizuguchi, the man behind Rez and Lumines (Lumines Live! is one of those games I have to be careful about playing, since I find it oh—so—hard to put it down), talking about proper vibrator placement while playing Rez, the future of Dadaist games, and emotional depth in games:
I think most dramatic and thematic games exist, and it's really hard. This is for an example: it's really hard to cry if you play a game. You can cry when you watch movies. I have, and everyone has that kind of experience. This is an emotional movement, very strong. But we can't cry when we play a game. This is a different catharsis. This is a physical reason. This is like a basic instinct. I think the game is designed as an experience. It's designed as a catharsis experience.You have some accomplishments all the time, but accomplishment is a very strong keyword. It's a very strong factor of the game. I think in our 40 year history, we may [continually] redesign this, maybe. But in the last five years, you can get the resolution. This kind of resolution makes you have a very effective emotional possibility, with music, effects, hi-def movie effects. I think there can be growing, growing, and growing. There's some games coming in that class.
Well worth a read through, though be prepared for more talk from the interviewer than usually shows up in interviews.
Expressing The Future: Tetsuya Mizuguchi [Gamasutra]
Contact information for this author is not available.






![EA Makes Mercs Inc, A New "Pandemic" Game, Official [UPDATE] EA Makes Mercs Inc, A New "Pandemic" Game, Official [UPDATE]](http://cache-foo-07.gawkerassets.com/gawker/assets/images/9/2009/11/126x100_custom_1259096446466_mercsinc.jpg)




