Abdicating Visual Aesthetics

This is a concept derived from Doug Church’s presentation,  on “Abdicating Authorship”. In a nutshell on “Abdicating Authorship”, players have the ability to decide on the possible flow of the story in the game which contribute replayability.

As for the “Abdicating Visual Aesthetics”, players are allowed to use gameplay mechanics to  contribute different forms of visuals and effects in the game. The main experience is to enable players to deploy different forms of visual effects to beautify the screen. The visual effects is refered as “particles” system. The game should be presented as static visual, and with the use of different particles, users can trigger different combinations of particles to beautify the in game screen while clearing the stage. To do so you need the following rules;

  1. Static in game screen
  2. Different particle combination
  3. Simple game objective

This can be proven if you compare the style of  playing between experience and new player. Experience player will use different particles combination to “beautify” the screen on clearing the stage, whereas the style of new player is limited by the knowledge of using the particles combination. Thus the experience player creates more apealling effects as compared to the new player. The “Abdicating Visual Aesthetics” experience is also more expressed thru the experience player as compare to the new player.

(C) 10-7-2010 11.00am

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