Life and death Problems and the Generation of Tension
GO:
· GO is not a horror game
· GO is ancient
· GO is simple (2 color; simple dots)
· GO is abstract (2 color; tiles that explicitly mean nothing)
· GO is deterministic (not random)
· GO is turn-based strategy
· GO is a perfect information game (all info is known by all parties)
· GO is a war game (surround and kill off opponent forces)
Horror:
· It gives information in bits.
· It is expected to be semi realistic.
GO vs Horror:
· GO helps bring out intense emotion
o Games such as Demon's Souls elicit emotion as well
· Such tense emotion can drain a person
o nothing is living, nothing is dieing, but what we attribute to the game is what affects us
o the metaphors of the game contribute to the creation of a second world relative the the player
· Metaphors of GO:
o life and death
o liberties
o war
Creating Abstractions is Essential
We connect dramatically simplified representations to real complexities. Thus, abstraction creates imaginative play.
Elements of Abstraction:
· Extended Avatar
· Collection of pieces we have played are exposed to consequence
· Small groups scattered about
o body parts of our avatar
· Patterns and objects slowly and gradually emerge
o construction of avatar as a whole through small repeated steps
· Risk permanent, partial death
· Opportunity of unconditional, partial life
Metaphors and Empathy + Mechanisms
· Life and Death problems
· Complexity from simplicity
· Forcing actions
· Deadlines
· Repeating patterns, repeated fights, and repeated threats
SUMMARY
· Metaphors must be coherent with game play
o players choose to associate these
· Complex systems emerge as extended avatars
o body parts
· Game mechanisms - KISS
o complexity emerging from simplicity
o gradual and repeated construction
· Bigger decisions with fewer resources need to be made
o allocation of attention
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