Fran bow:
Art styles are one of the main factors of any game, they are often the players first impression of a game and what sets the tone. A well developed and thought out game that isn’t as visually appealing unfortunately is less likely to succeed as opposed to other options. The games market is incredibly oversaturated and oftentimes a unique art style can cause a game to standout amongst the crowd. I have to consider what art style not only fits in with the tone of my Gameworld but is also marketable towards players.
When i decided that my Gameworld had overarching themes of nostalgia i knew that i should try and implement an art style that represents and works to achieve this. The game ‘Fran bow’ has an intriguing and very unique art style, resembling that of a children’s book that i find inspiring and innovative. I believe if i understand what artistic choices illicit this effect and use that within my own Gameworld it would not only look visually appealing but also improve the immersion of my game.

An aspect that stands out to me about ‘Fran bows’ stylistic choices is how it is entirely in a 2D style, the player is able to move throughout yet in this 2D manner. This is no accident, the implication of these 2D assets helps to drive the feeling of the Gameworld being within a book this is an effective stylistic choice i see myself employing into my own design choices. This choice is mostly due to the main character being a child, we the player are experiencing the game through a child’s eyes in a way of whimsy. This choice assists the player in seeing the game through the characters eyes, immersion is a core part of a players experience and this is one way to ensure that experience is positive.
Despite the art style ‘Fran bow’ is a horror game with themes of mental disorders and other not so childlike themes. So why this art style? Yes the juxtaposition between the art style and the overarching story is jarring, this choice actually seamlessly blends into the game environment and improves the player experience. They blend these darker and more creepy environments perfectly into an artistic style that would otherwise have been comforting and boarding on cute. It works because of this juxtaposition; we are seeing and experiencing the game through the young girl which only makes these dark environments all the more obvious. Empathy. the player is immersed into the game and this can often time cause a stronger emotional hook for the player.

The art style for this game works perfectly and emphasises the overarching theme of horror. It engages the player and can even cause them to have a stronger sense of empathy or understanding for the situation. By emulating some of the 2D aspects and stylistic choices in my own unique way would play perfectly into my game concept. I want my player to understand and put themselves into the role of the child character they will be playing as and therefore having a stronger emotional response to the story and deeper aspects of the narrative.