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Finding the Fun in Failure

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Losing isn’t fun. Or is it? What if I told you that the many differnt ways we can lose in video games actually makes them more fun? Specifically, failure in videogames is really important when it comes to emotional communication.

The Architect has died countless times over his many adventures, what’s a few more humiliating defeats in exchange for game design wisdom?

You Saw:

Super Mario Galaxy 2- 2010
Sonic Mania- 2017
Crypt of the necrodancer- 2015
Sundered- 2017
Wolfenstein: The New Colossus- 2017
Hollow Knight- 2017
StarCraft II: Legacy of the Void- 2015
Super Meat Boy- 2010
Mega Man 7- 1995
Ziggurat- 2014
HITMAN- 2016
Rimworld- 2013 (wow that’s a long time, I only just heard of it!)

Interesting Links:

Death and Grief in videogames- https://www.standard.co.uk/stayingin/tech-gaming/grief-in-video-games-how-gaming-can-help-us-confront-death-a3640891.html

A slightly whiny article about lives- https://kotaku.com/when-death-loses-meaning-in-a-video-game-1686513474

Article about Edith Finch (a very good game) and death- https://motherboard.vice.com/en_us/article/aepqnk/a-video-game-that-finally-engages-with-death-and-succeeds

Видео Finding the Fun in Failure канала Adam Millard - The Architect of Games
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21 июня 2018 г. 12:49:34
00:13:03
Яндекс.Метрика