Blog Post #2: How Can I Make Part of My Life A Fun Game, When My Life is ResidentSleeper? (ノ◕ヮ◕)ノ*:・゚✧
Introduction In this blog post, I updated my personal list of “Points of Design Theory” to include 10 aspects. I also took one everyday occurrence in my life, and melded that with my Game Design points from my list. My Super Awesome and Thought Out List of “What Makes a Game?” 1. Evokes emotion I think games need to make the player feel something. This doesn’t necessarily mean games bring happiness/serotonin--in fact, I disagree with the statement that “games are supposed to be fun.” Games like This War of Mine (11 bit studios, 2014), Emily is Away (Seeley, 2015), and Coming Out Simulator (Case, 2014) aren’t intended to be “fun” or make the player smile; each game is meant to evoke emotion and make the player think deeply about its message. For example, This War of Mine ’s intention is to make the player feel crushed and heartbroken because of its moral depths (Phillips, 2020); Coming Out Simulator shows the player the tough and...