Chris Barney
Nov 13, 2024

I really like the categories. I think I disagree with the application of the analysis. I feel like there should be a reflection of whether the game's answers to a specific category serve the needs of the game. For instance Among Us has low authored narrative but creates strong emergant narrative through play. People tell stories about the events that happen to them in the game... or Engagement in Pathologic 2... I found the things you cite created a sense of mystery and were very compelling (but I came to the game knowing what to expect...) Maybe something like the way arousal and valiance are applied to emotions? Is a score high or low, and also is it serving the design intent well. That would help make the numbers feel less qualititive.

Chris Barney
Chris Barney

Written by Chris Barney

Video Game Designer (Poptropica), Board Game Designer (Fall of the Last City), Asst. Prof. (Northeastern University), Speaker (GDC, ECGC, BFig, Pax, DevCom)

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