THE EMOTION OF YOUR ART/PRODUCT
BigDave
Member Posts: 2,239
I wrote this today
THE EMOTION OF YOUR ART/PRODUCT
https://gamemanifest.wordpress.com/2015/10/18/the-emotion-of-your-artproduct/
May it help you, give me some feedback here if you feel like it.
I would happily ready any kind of impression report - stay true.
Big Dave
Comments
Great post Dave! Thanks for sharing.
Honestly, I think about this a lot when designing my games.
To illustrate, I consider elements like color temperature, style of character models and environment, and the placement of the art on screen. Art can definitely impact the user experience in a positive way. The art should match the style of game play as well.
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I was left with a big question:
How? I'd like some example questions to ask myself, or ay other tips there may be to help figure that out. I feel like most people could end up just saying "happy" like how most people just generically say the game needs to be "fun".
For the current game I'm working on, I guess the emotion is "hope" since it's basically a high-scorer/puzzle/slots game at the core. I probably should re-work some of the fanfare to be more anticipation-creating.
@robertkdale
i was always more of a mechanics guy I love the relation of multiple input options and the way the game can react to it, synergies and tables etc.
But I realised quickly that isn't enough people are driven by emotions strongly, so this is new terrain but based on my 40 apps and seeing what work and what not.
This looks like the way right now. As in the end it might just be one of the pieces to fall in place to create better products.
@Moik
A good indicator what emotions you cause is to let someone play it.
Read their reactions don't talk to them before or during about it. Do not answer their questions, you can tell them that before
Get sure you don't pre-condition them too much more ( your presence and the circumstance already does). To get a True response and work from there.
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