game design
I love the essays put together by Daniel Cook (aka Danc) of
Lost Garden - they're frequently complex, but always enlightening. This week at Gamasutra, he tackled the challenge of creating strong emotional experiences via
game design: it's a powerful aspect of media and one that has been discussed in a lot of forums. He pins down the (general) problem of game design when it comes to evoking emotion - designers tend to rely on one of two methods. Either games fall back on other forms of media ("And then we show a movie of the faithful heroine being stabbed by the evil villain!") or what he terms 'copious handwaving' ('"See, this pink pulsating blob represents 'Feelings'", explains the designer to the confused player.'). His solutions? Taking a look at several different methods (most with a long history of other applications), their uses and limitations, and how technology can help. Some general thoughts?:
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