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Showing posts with label gaming concepts. Show all posts
Showing posts with label gaming concepts. Show all posts

Immersing deeply in gameplay through sound

From time to time, I like to replay games so I can have new points of view and (re) discover aspects and elements of game design, gameplay, narrative or creative process. Last weekend, checking my Apple Cloud to verify some old downloads, I found this very unique game: Dark Echo.



Created by RAC7 Studio the game offers an experience to “explore a mysterious world through sound”. And “sound” is the core and keyword of this game. Using only a black interface with minimal white sound waves ricocheting around the scenario, the player is invited to explore a kind of a dungeon filled with monsters. Check the gameplay:



It operates by touching the screen to walk and generate the sound waves. The important detail is the fact that the sounds of your steps will attract terrible “monsters” (again, you will only hear the creatures’ grunts) and sometimes you need to run into the darkness. Anxiety is an important game design component in this example. The whole game is based in it, and all fear/horror/terror reactions derive from it.

Sound is strategically built in this case, the perfect blend between the minimal interface and the sounding experience. This is a great example of how we can construct a game using few elements to create big impact.

#GoGamers

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What isn’t an advergame

We have already discussed the idea of advergames here at GAMING CONCEPTZ (you can check it here and here). On the other hand, it is also important to contextualize what cannot be considered an advergame.

We’ve already explained that an advergame is an advertising piece of campaign that : requires planning and an interface that puts together a brand/product/service and the gameplay

In this context, an advergame is not a ready-made game that one can simply insert a logo or a company’s feature. In the following hypothetical example below, we see the interface of the classic Pac-Man game with elements from McDonald's brand. To insert these elements on the gaming interface does not make this game an advergame; there is no strategic view or branding planning, we only notice elements scattered in a videogame screen.



According to Cavallini (2006), the notion of advergame – a neologism formed from the juxtaposing of the words “advertising” and “game” – could be described as a marketing strategy that uses games, mainly electronic, to advertise brands and products. That includes a large range that goes from complex games that are developed specifically for advertising purposes to common casual games – much more complex than to only insert a logo in a classic gaming interface.



Reference:

CAVALLINI, Ricardo. (2006). O marketing depois de amanhã. São Paulo: Digerati Books.

#GoGamers

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About gaming narrative

The gaming field is a plural space for different genders, styles and types of products. Nowadays, we have a multifaceted environment where indie games coexist with AAA productions; one place in which hardcore gamers are experiencing extremely challenging games in consoles and, at the same time, casual games in their smartphones. We are facing an ecosystem where games could be played anytime, anywhere.

In this sense, there are abstract games that are completely based in mechanics, with no storytelling background, and games fully developed in complex narratives. In the very beginning of gaming industry, we didn’t have much to tell in the limited interfaces. Pong, as example, is about bouncing a square ball using a vertical rectangle. On the other hand, Donkey Kong, for Atari console, has an interesting narrative layer where the hero must save the lady from the giant gorilla on the top of the building. Many years in advance, we can find some publishers like TellTale or Quantic Dream that created games fully based on narrative components like Walking Dead, Heavy Rain, Beyond: Two Souls and many others.



As we’ve discussed previously, it is a market full of opportunities for many types of ludic products. However, in this post I want to focus my attention in some interesting narrative features and how they are important in a gaming project.

First of all, it is essential to point out that the player “is at once the subject and the object of the play” (EHRMANN, 1968, p.56). We must always keep that in mind in any kind of gaming project. The game is an inanimate thing: codes, pieces, cardboards, miniatures etc., but the experience with the game is full of life. This experience is what we need to focus in: how we will deliver a good experience to the player.

A good narrative is one possible way to deliver a meaningful experience to the player. Following some ideas from Dansky (2007, p.5), it is possible to say that

On the most basic level, narrative strings together the events of the game, providing a framework and what can alternately be called a justification, a reason, or an excuse for the gameplay encounters. At its best, narrative pulls the player forward through the experience, creating the desire to achieve the hero’s goals and, more importantly, see what happens next. At its worst, narrative merely sets up the situation and turns the players loose to do as they see fit. It achieves these goals through three important techniques: immersion, reward and identification”.

This author (DANSKY, 2007, p.5-6) also explains that there are three fundamental pillars that we need to think about gaming narrative:

1) Immersion: in a simple way, it refers to the state of mind where a person is completely absorbed in what they are doing (we’ve already discussed this feature using the idea of FLOW in this post); immersion refers to the moment in which we are so involved with the game that time passes different and we can’t notice the world outside the experience. We are talking about games, but a good book/movie/conversation could have the same effect. Consuming many references is the secret to create a good narrative.

2) Reward: Dansky (2007, p.6) says that narrative can also be a reward to the player and “the narrative events can be revealed gradually, delivered as rewards for achieving in-game goals”. As an example, in Hellblade: Senua's Sacrifice great part of the game’s rewards come from narrative pieces that tells us the background of the main character and some tales/legends from the Nordic culture.



3) Identification: something that, in the gaming context, provides justification for the actions during the experience. In Papers Please, for example, you assume the role of an immigration police officer from a dystopian nation and your job is to stamp entry visas. You must take some moral decisions based on the characters’ backgrounds and part of the meaning of this experience comes from the identification feature of the game.



Narrative in games is a great subject to discuss in future posts. Soon, I’ll bring a wide discussion about it.

#GoGamers


References:

DANSKY, Richard. Introduction to game narrative. BATEMAN, Chris (editor). Game Writing: narrative skills for videogames. Boston: Thomson, 2007.

EHRMANN, Jacques. Homo Ludens Revisited. Yale French Studies, No 41. Game, Play, Literature (1968). pp. 31-57.

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Six years of GAMING CONCEPTZ!

Six years of gaming content in 286 posts.

Thanks to the followers.

Long live to GAME ANALYTICZ!



Check the first post by clicking here.

#GoGamers

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Roger Caillois and one possible view about the complexity of games and play forms

In his iconic book from 1958 “Man, Play and Games” (“Les jeux et les homes” as the original title, in French), the sociologist Roger Caillois discusses how a gaming culture can be an essential element of social changing.

In the first chapter of the book, Caillois presents one interesting view about possibilities of play forms and how they can combine among them. In a very synthetic way, the author says that there are four play forms:

1) Agon: play activities that depend on physical abilities like soccer, basketball, chess (mind effort), boxing etc.

2) Alea: ludic situations that depend of pure chance, like lottery, casino roulette and dice-rolling games based only on luck.

3) Mimicry: role-playing games and theatrical activity (make-believe game).

4) Ilinx: Activities where there is risk of life and vertigo. Tightrope, bungee jump and other extreme sports are some examples.

Trying to summarize these ideas, I created the following image:



It’s important to highlight that these categories can combine themselves in other situations. One “Dungeons & Dragons” RPG session, for instance, can combine elements of mimicry (in the role play) and alea (in dice-rolling situations). Poker can combine alea factors (the way the cards will appear in the table) with agon (the strategy and mental effort to create strategy).

This post is only a synthesis of an important idea from Caillois. I strongly suggest the full reading of “Man, Play and Games”. It’s a fantastic way to dwell deeply about games, game design and ludic elements in the contemporary scenario.

#GoGamers



Reference:

CAILLOIS, Roger. Man, Play and Games. USA: Illinois University, 2001.
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One game design exercise to rethink the past while looking at the present

This semester, I’d like to propose my students one interesting exercise from the book “The ultimate guide to video game writing and design”. Though I’ve made some modifications, the main idea is to recreate a modern game in an old fashioned way.

Some steps are necessary for this mission:

1) Choose one game from the last generation of consoles (Playstation 4, Xbox One and Nintendo Switch) and mobile devices (Android and iOS). The more complex, the better.
2) Try to imagine and recreate the game for the Atari platform (keep the essence of the narrative and few elements from the mechanics).
3) Using samples and print screens from Atari’s games, build a few simple interfaces for the game. This will be a big challenge. In some way, the interface must resemble some core visual elements.
4) Create a prototype for the cartridge cover.

Below, is one example that I created for this post using the game THE LAST OF US.


I tried to maintain the shooting mechanics with stealth. Characters must use the stairs simultaneously to reach the other side of the screen. In a minimalist way, I tried to keep the essence of the "clickers" enemies. Interface is very simple with stamina and ammunition.


The new game's cover is an homage to a very similar story - the movie LOGAN.

To the check the main idea from THE LAST OF US, watch the trailer below:



Many people are creating modern-retro-art for Atari games, you can check out some interesting examples in this link.

#GoGamers



Reference:

DILLE, Flint; PLATTEN, John Zuur. The ultimate guide to video game writing and design. New York: Skip Press, 2007

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The importance of studying games, or why I travelled half of the world to attend a gaming conference

From July 12th until the17th, I was in one of the world’s most relevant gaming conferences: DIGRA 2017. It took place in Melbourne, Australia, in the fantastic Swinburne University. I attended this event in 2011 in Netherlands (by the way, it was the first time I was in an international conference) and it was a transforming moment in my professional/academic life. This year was not different: another great experience.

When I tell people about a gaming conference, they ask me how this works. First idea that comes to their minds is a place to play the newest games from big publishers, or an event full of gaming events. Well, the idea is very different from that. In a conference like DIGRA, we talk about the game industry, game design and tendencies, but the discussion goes beyond those subjects.

This year, we had excellent debates about sexuality in games, gender in games, gaming classification, historical contexts in ludic experiences, sound design, game design, interfaces, analogic vs. digital games, philosophy inside games, social contexts in games – these are just a few examples of the whole content. How is it possible? Because games – in the contemporary scenario - became a potent media and a very important platform to socialize, interact and cast messages.


DIGRA main panel (july 6th - 2017). Pic by @vincevader

In a conference like DIGRA, the specialists are discussing all these points inside a greater subject: games. One thing is a common sense among all the researchers: it is very difficult to study it, but all of us are trying to create a more serious space to debate this. As a Brazilian researcher, I understand the importance to be part of the gaming studies field, not only in my country, but also in other parts of the globe. Networking is another important keyword in this context.

So, answering the question on the title above: I travelled half of the world to “power up” my knowledge and reach a new level in my academic research. On the next months, I’ll try to write and produce more about all that I have experienced in this event.

Next year, the conference will be in Turin, Italy. Follow the DIGRA Twitter for more information. Keep your eyes open.

#GoGamers
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Time, entertainment and the state of flow

When we are experiencing certain activities, time passes differently. Time can go fast when we are playing an interesting game, or slowly if we are watching a boring movie. It varies from person to person, but all of us have different perceptions of the time passing. In this context it’s important to highlight that there’s one chronological time (seconds, minutes, hours etc.) and a subjective time (one that affects every single individual in an unique way).

This is a complex subject to discuss in a short post, so I want to talk about these perceptions related to the gaming field. To help me in this mission, I’ll summon the ideas of the Hungarian psychologist Mihaly Csikszentmihalyi. This researcher (1975) has developed the idea of flow to explain some time lapses we can experience when we are involved in some specific activity. Csikszentmihalyi (1975) explains that “flow” is a state in which a person is fully immersed in an action and highly focused to the extent that one can experience, for example, a loss in the feeling of self-consciousness and time experience. To help us visualize this concept, Csikszentmihalyi created a graph to visually explain the idea of flow:


Source: Tolstoy Therapy

In a synthetic way, we can observe that there are two axes in the graph above: one shows the degree of challenge and other shows skill and confidence levels. When we are experiencing a very stressful situation (like an emergency surgery, one very difficult test or a complex work to be done in a short period) we can enter a zone of panic and anxiety. On the other hand, if we are experiencing a very boring situation (a monotonic class, an annoying movie or a non-challenging game) we can enter a zone of complete boredom. Both extremes lead us to states of attention that - potentially - are harmful to our minds.

But there’s one zone of perfect balance between a stressful situation and a complete boredom state: the flow. When we experience a state of flow, we immerse ourselves in a state of mind that we can even feel the passing of time differently. Have you ever played videogames for three hours but inside of your head, only one hour has passed? This is one situation when a flow happens.

Games are excellent examples to illustrate this discussion. When we like the experience of playing certain games (analogic or digital), we can feel immersed in the state of flow. So, one important component of game design is how to engage players in the game experience so that they potentially access the flow state. There’s no recipe for this, but to test a lot of games with different beta testers that could show some interesting ways to do it.

I want to dedicate this post to all gamers that need to wake up early, but instead say “just ten more minutes” (and play for another hour). =)

#GoGamers



References:

CSIKSZENTMIHALYI, Mihaly. Play and intrinsic rewards. Journal of Humanistic Psychology, Vol 15(3), 1975, 41-63. Online >> click here.

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Gamification loop


Source: Gabe Zichermann's gamification presentation on Slide Share (click here).

#GoGamers

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Article: Analyzing the creative process of mobile indie game RockFlickz

A complete article discussing in details the creative process of my last mobile game RockFlickz. Click here to download.



Send me your opinion!

#GoGamers

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Let's give the floor to specialists in advergames

I selected four experts from the gaming field and asked each one the following question: what are three essential characteristics for an effective advergame? Below, I present and discuss the answers:



Fabio Tola, Brazilian elementary school teacher and specialist in the use of games for education, says that one advergame 1) must reach the target audience; 2) convey the branding/product message effectively; 3) become viral – this last item is very important to quickly expand the marketing message to the social media environment.

For Guilherme Camargo, CEO of the Brazilian gaming studio Sioux, the three essential characteristics for an effective advergame are: 1) have a well-defined purpose aligned to the brand, product or service (it seems obvious but, often, an advergame is detached from the core concept of a campaign); 2) know your target audience to match the style, mechanics and other characteristics of the games; 3) be fun – it is fundamental to create something that strengthens engagement through entertainment languages.

Mauro Berimbau, Brazilian high school teacher and specialist in advergames ponders that 1) in this modality of games, is elementary to send a clear marketing message; 2) to observe the historical socio-cultural aspects of the players; 3) to study the player's interpretations and responses to the system. From these opinions, we can ponder a lot before an advergaming project or an analysis of an advergame. We will discuss these ideas in the final topic of our article.

Laura Herrewijn, guest Professor at University of Antwerp, says that 1) it is important to be sure that your audience will have fun, to create an original game in which you integrate your brand message in a central, prominent way; 2) it’s necessary to focus on the moments where the player has no attention left to perceive the brand messaging; 3) you need to make sure that the behavior you want to promote (e.g. visiting a website, buying a product) is made as easily as possible (e.g. to include a very visible link/ a coupon, etc.).

#GoGamers

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Game design process: one more interesting approach

Some excellent stuff from the YouTube channel Game Design Ed. A concise and interesting view about game design process. Enjoy!



#GoGamers

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The magic circle idea and the playgrounds scattered throughout everyday life

From countless mobile gadgets with wireless and fast track connection to the Internet, or using more traditional modes of access, people are increasingly blurring the lines between near and far, public and private, work and leisure, online and offline. The impressive rates in social appropriation of communication and information technologies entail changes in the way we live, get together, do business and – of course – have fun.


Stephansplatz, Vienna (June, 2016). Photo by @vincevader

Having fun, in this scenario, is closely linked to the large number of entertainment languages that pervade our daily experience. The languages of entertainment are crisscrossing boundaries in the quotidian landscape and games become media and a relevant tool of marketing for many companies. We can find games and languages of entertainment in our mobile devices, Facebook site, television shows, videogame consoles, mobile applications and lots of other platforms. Everything indicates that, more than never, individuals are searching for ludic/entertainment/gaming experiences to disconnect for some moments from the chaotic quotidian, the pressure of working hours or the accelerated routine of big urban centers; in certain way, people are trying to reach places of catharsis, dreaming and fiction to escape from this. Based on the Huizinga’s (1995) thoughts, they are searching for different “magic circles”.

Johan Huizinga (1872 – 1945) was a Dutch historian and one of the founders of modern cultural history. In his book Homo Ludens, from 1938, he discusses the possibility that playing is the primary formative element in human culture. In this book, the author (HUIZINGA, 1995) presents the idea of the "magic circle". As described by Adams and Rollings (2009), Huizinga did not use the term as a generic name for the concept: his text refers to the actual playground, or a physical space for playing. Inside the magic circle, real-world events have special meanings; in the real world someone kicks a ball into a net, but in the magic circle someone scores a goal leading the crowd to celebrate this act. (ADAMS; ROLLINGS, 2009).

The magic circle is a place of dreams and fantasy. It's an escape from everyday problems and chores. Most importantly: everything inside the magic circle is, in some way, transformative. Each time a person leaves the magic circle, they bring meaning and experience to the real world. The arena, the card-table, the stage, the screen, the tennis court, the court of justice, etc., are examples of the magic circle idea. It is important to mention that authors like Bogost (2016) discuss that “magic circle” is too dramatic a name for this kind of processes and embraces the term “playgrounds” as an alternative.

Regardless of the categorization – whether “magic circle” or “playgrounds” – it is important to understand that the contemporary stage is full of platforms that we can access entertainment/games and there are lots of individuals attached to these ludic experiences. We can suppose that companies/brands/products/services will try to connect its selves to the audiences immersed in these experiences, platforms and languages. Based on this assumption, we understand more clearly how games also become communication and marketing tools.

#GoGamers



References:

ADAMS, Ernest; ROLLINGS, Andrew. Fundamentals of Game Design. New Jersey: Pearson Prentice Hall, 2009

BOGOST, Ian. Play anything: the pleasure of limits, the uses of boredom, & the secret of games. New York: Basic Books, 2016.

HUIZINGA, Johan. Homo Ludens: A Study of the Play-Element in Culture. Boston: The Beacon Press, 1955.
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A diagram to explain connections in a board game design process

An excellent diagram to think about the relationships between theme, rules, players and components in board games. The intersections between the different areas point out very interesting ways to ponder about game design questions.


Source: Big Game Theory site

#GoGamers
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Defining “advergame”, “product placement in games” and “in-game advertising”

According to Cavallini (2006), the notion of advergame – a neologism formed from the juxtaposing of the words “advertise” and “game” – could be described as a strategy for marketing that uses games, mainly electronic, to advertise brands and products. That includes a large range that goes from complex games that are developed specifically for advertising purposes to common casual games. The Internet and video game consoles are great environments to use this strategy. Mobile media (smartphones and tablets) are already being tested by companies, which chose this marketing strategy too. For instance, the Brazilian branch of the soft drink brand Fanta launched in 2015 a hot site with ten advergames. Developed by Sioux Studio, the games emphasized Fantas’s branding features like happiness, friendship, radical sports and music. All the features of the brand appeared in campaigns displayed on television, magazines, movie theaters and on the Internet are present in the game; therefore, we can conclude that the game is an advertising piece like any other.



Cavallini (2006) also discusses the idea of product placement in games as a strategy that inserts a company’s product inside the gaming interface and context. The characters in the game Devil May Cry wear pants with the Diesel brand in evidence. In Tom Clancy's Splinter Cell - Pandora Tomorrow, the character uses a Sony Ericsson p900 smartphone to solve missions, so the player virtually experiences the use of the device. In Worms 3D, by SEGA Studio, the characters drink a can of Red Bull energy drink in order to jump higher. In the last released UFC game, we can see the fighters wearing shorts and gloves from famous sporting brands. It is very important to highlight that this kind of strategy, as everything in marketing, needs its context aligned with the target audience. In all previous examples, the product fits in the gaming universe and dialogues with the players.



Another fundamental keyword in this context is in-game advertising. As Herrewijn and Poels (2011) define, in-game advertising refers to the use of games as a medium for the delivery of advertisements, and the authors point out that there is one player branding experience during the gameplay. In this type of strategy, we can notice the use of banners, posters, radio spots, digital ads and billboards mixed to the game’s landscape. In Virtua Tennis 3, as an example, it is possible to see Bridgestone tires and Citizen watches billboards all around the scenario. Both brands are present, sponsoring the real tennis matches, so it is very pertinent to be in the virtual game, creating a deeper sense of immersion to the player.



In this topic, we are discussing examples developed for consoles, personal computers and mobile media. However, the advergaming strategy is not something created in the Internet age. In the beginning of the 1980s, we already could find some very interesting cases in the Atari platform (as we discussed in this old post here).

Note: this post is part of a complete paper about "games as marketing tools". Soon, I hope to share the complete content in another post.

#GoGamers



References:

CAVALLINI, Ricardo. (2006). O marketing depois de amanhã. São Paulo: Digerati Books.

HERREWIJN, Laura. & POELS, Karolien (2011). Putting Brands into Play: How Player Experiences Influence the Effectiveness of In-Game Advertising. Proceedings of the DiGRA (Digital Games Research Association), 6, 1-19. Available here.
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Iterative design & games

Gaming creativity process, allow a myriad of methodological using possibilities. In the gaming projects that I participated, I frequently used the iterative design method. One first view about this methodological process comes from Zimmerman (2003, p.176), who says, ‘iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a work in progress’.



Complementing the previous idea, the process of iterative design for games, can be divided into few stages (FULLERTON et al, 2008, p.249): A) conceptual phase: consists of generating ideas, formalizing and testing them; B) pre-production: here the ideas are reviewed to evolve and be tested again; C) the production stage: the game is tested and revised with different groups of play testers to locate errors; D) phase of quality assurance: where the game is tested to be launched without errors.

We'll discuss more about these subject in a future post using some examples (indie games and triple A games) to clarify this idea. Until then, check out the video below about iterative design applied to games:



#GoGamers



References:

ZIMMERMAN, Eric. Play as Research: the Iterative Design Process. IN: Design Research: Methods and Perspectives, (2003): 176-184. (also available at last access: May, 2015).

FULLERTON, Tracy et al. Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann, 2008.

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A practical checklist for your gaming project

I’m a very methodical person. I like to organize everything in my everyday life and in my work. In this post, I want to share a small checklist I’ve created for my gaming projects. It’s a synthesis of the main points to remember in a game’s creative process and production. Check the fields and plan your work!



You can use it, copy it, add elements to it and share it. Just remember to give credits to @vincevader. Enjoy it!

Essential elements in the game design/production process Yes (√) No (X)
The concept and main idea are defined
I can tell the game idea in 20 seconds
The game has a narrative
In case of a narrative, it has a well-defined beginning and ending
The game is focused in pure mechanics, there’s no need of a narrative
The mechanic(s) is (are) well defined
I already constructed a simple pre-prototype (digital or analogical)
I already tested the game with imaginary players simulating a real match
I already made one first complete prototype (analogical or digital) that can be played by beta-testers
I already coordinated at least ten beta-test sessions with different players, using the first complete prototype
I applied modifications in the game after the beta-test sessions
I already created a more complete prototype that has most parts of the game’s final version
I made contact with other professionals (artists, programmers etc.) to finalize the game
I have a strategy to launch my game and disclose it in social networks, sites and other channels
I have a partner to distribute/sell the game
I’m satisfied with the final product
The game is ready to be launched

#GoGamers
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The Witness

Jonathan Blow is the game designer behind Braid, one awesome 2D platform game that uses time distortion as gameplay. In Braid, you can manipulate time to avoid death, solve puzzles, send a shadow to the future to perform an action, create “bubbles” of time lapse and many others cool mechanics. It’s one of my top 10 games. Check the trailer below:



In January of this year, Blow launched his new game: The Witness. Similar to Braid, it’s a puzzle game, but in a first person point of view. The mysterious narrative puts you in an abandoned and colorful island, full of digital screens. Each screen has a kind of an enigma that conducts you to the next one. Each puzzle solved gives you a small piece about the enigmatic history. You can check the main idea in the game’s trailer:



Points to highlight in the experience of the game:

1) Jonathan Blow recreates the classic mechanics of drawing a line through a labyrinth. Using colors, spatial restrictions, different shapes and logical reasoning, the game designer put the players’ mind to work, many times. The level of resolution of some puzzles is impressive.



2) The scenario is part of the narrative, and it works as a tool. Every single detail and object in the ambient contributes with the history. The island is full of statues and behind them there are hints for the plot. There are also some digital recorders with voices saying facts about the place. The colors of the trees, the direction of the light, the passing of time etc. everything could be an element for the story.

3) The game is full of references from movies, literature and other games. I found lots of similarities with Adolfo Bioy Casares’ “The Invention of Morel” book.

4) It’s a daring production. The Witness is a very artistic game. It explains little to the player and, most of the time, it’s essential to explore and use your mind to try to solve the puzzles.

I’m still playing the game, but the experience – till this moment – is strange, difficult and relaxing.

#GoGamers

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INSIDE: an obscure ludic experience in a dark landscape

Limbo, created by the independent studio Playdead, was my favorite game in the year of 2010. I think I might have played the full game around seven or eight times. It’s a simple puzzle-platform 2D game, but the narrative and dark ambience won my attention in an epic level. Six years later, Playdead launched another big hit: INSIDE.



Put the mechanics and gameplay from Limbo in a blender. Add some dystopian elements from George Orwell’s “1984” novel and mix in a pinch of technological horror. There you have it: INSIDE. The gaming plot is about a nameless red-shirted boy that must survive in a hostile futuristic ambient, trying to avoid well-equipped guards, killer dogs and natural disasters. As the story goes, you will discover parts of a huge conspiracy that aims to create an abominable creature. To go further in the narrative, the player must solve puzzles using things that are scattered on the scene; sometimes, they seem pretty obvious and sometimes not too much. I want to highlight the “mind control” puzzles where you put a device on the boy’s head to gather zombie-type characters from the scenario to help you (a very similar mechanics from the game Swapper).

Check the gaming atmosphere and gameplay in the video below:



The soundtrack is another incredible feature from the game. During all the experience, you can hear a very disturbing soundscape. INSIDE’s soundtrack is very similar to Zoät·Aon’s album “Star Autopsy” and Robert Rich and Lustmord’s “Synergistic Perceptions”.





INSIDE
is not a horror game, but it can create a unique atmosphere of fear and despair with the strategic use of its dark scenario, obscure music, horrible deaths and dangers in the journey. Saint (2014, p.3) argues that the mixture of fear and the sense of impotency (two basic features of this game) can create an aura of horror and a deep dive in the game’s reality. But, in this context, it’s important to remember that the “term horror is extremely broad and covers an expansive range of themes, experiences and reactions” (MARSHALL, 2014, p.60). INSIDE offers a different specter of horror/fear/terror. It’s subtler and demands the use of the players’ imagination to complete some points from the narrative.

In other words, INSIDE’s context works with the immersion in the dark reality of the game and the empathy we can feel for the fragile character fighting the dangers.

When we feel with other individuals or characters we not only use our imagination in order to undertake a shift in our cognitive perspective and imaginatively to experience the world from their point of view but we also use our imagination to adopt the assumed emotional state of the target individual. That means, when moviegoers or readers* feel empathy with a character, they perceive the events in the story from the spatio-temporal position of that character and at the same time experience emotions that match those of the target character in terms of quality, albeit maybe not in terms of quantity” (TRIEBEL, 2014, p.5).

INSIDE is a masterpiece to discuss questions about game design and narrative. It’s an awesome example of how the classic platform format still can be creative, immersive and full of meaning. In this ambient full of “ludic fear” there’s a crucial question: why do some players search for fear and other bad feelings in games? To solve this puzzle, we quote Suits (2005, p.55) who says, “Playing a game is the voluntary attempt to overcome unnecessary obstacles”.

*We can include gamers in this context



References:

MARSHAL, James L.. The potential and limits of a visual arts practice. IN: SMITH, Shilinka; HILL, Shona. Transforming fear, horror and terror: multidisciplinary reflections. Oxford: Inter-disciplinary press, 2014.

SAINT, Michelle. Horror in art, horror in life: its nature and its value. IN: SMITH, Shilinka; HILL, Shona. Transforming fear, horror and terror: multidisciplinary reflections. Oxford: Inter-disciplinary press, 2014.

SUITS, Bernard. The grasshopper: games, life and utopia. Toronto: Broadview Encore Editions, 2005.

TRIEBEL, Doreen. Manipulating empathic responses in horror fiction. IN: KATTELMAN, Beth; HODALSKA, Magdalena. Frightful Witnessing: the rhetoric and (re)presentation of fear, horror and terror. Oxford: Inter-Disciplinary Press, 2014.
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