Week 3 Reading

Bad Graphics by Jacob Geller:

Publishers invest a lot of money so it’s important to earn money back. For AAA studios, good graphics are immensely important for selling their consoles, as they advertise being on the “cutting edge” of technology, and cutting edge has a “look” – realistic graphics. For example, Detroit Become Human is a badly written game – what makes it popular are the graphics. 

However, many graphics, particularly bad graphics, can invoke creativity, nostalgia, and a wider stylistic range. It looks less “professional”, but more distinct and unique. Getting hyper-focused on good graphics leaves out art.

  1. The Lens of Atmosphere

Atmosphere is both invisible, intangible, and everywhere. To make sure your atmosphere is properly intoxicating, ask yourself:

  • Without using words, how can I describe the atmosphere of my game?
  • How can I use artistic content to deepen the atmosphere of my game?

Aesthetics are part of the experience of a game, and so they are important. 

  • It can draw a player into a game they might have otherwise not
  • It can make the game feel solid, real, or magnificent, which increases endogenous value. 
  • Aesthetic is a reward unto itself
  • Powerful game worlds have an atmosphere that encompasses the visuals, sounds, music, mechanics
  • Players are more likely to tolerate flaws if the game is beautiful

  1.  The Lens of Unification

To use this lens, consider the reason behind it all. Ask yourself:

  • What is my theme?
  • Am I using every means possible to reinforce that theme?

“To write a mighty book, you must choose a mighty theme.” – Herman Melville

Games are primarily viewed as partimes, but most people have a game that is special to them, videogame or not. They are still expressions of the self. Many videogames, as sophisticated as they are now, express itself through themes. Designing a game around a theme is beneficial, because all aspects of the game will reinforce each other for a common goal. 

Reflection:

This week’s reading led us to think about themes and aesthetics. The lens of unification is very important to me. As I have a rudimentry gameworld now, I want to start thinking about how every aspect of the design and play pushes the theme of surveillance. To reflect this, I’ve made a few decisions about my gameworld’s aesthetics – realistic and dystopian. This both pushes the idea of realism and horror in the game.

To see research on theme and aesthetics, see it under the research tab, or click below:

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