Howard, Jeff ORCID: https://orcid.org/0000-0001-9077-1025 (2012) Occult Game Design: An Initiation into Secrets and Mysteries. In: Game Developer's Conference (GDC) Online 2012, October 2012, Austin, TX, U.S..
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Abstract / Summary
From Warren Robinett's first easter egg in Adventure to the retrogaming scavenger hunts of Ready Player One, mysteries exert a magnetic pull on players. The Binding of Isaac and The Legend of Grimrock bristle with puzzles, traps, and secrets, mirroring the effective but obscure narrative design of the cult classics Demon's Souls and Killer7. Howard, an expert on quests, demonstrates designing mystery through intertwined mechanics and narrative, individually cryptic but mutually reinforcing. Mystery enables puzzles that are pervasive and organic rather than localized and artificial. The cumulative effects heighten player engagement, enrich player communities, and keep satisfied players wanting more.
Item Type: | Conference or Workshop Item (Lecture) |
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Subjects: | Philosophy & Psychology Computing & Data Science Computing & Data Science > Game Design Communication > Creative Writing |
Courses by Department: | The Games Academy |
Depositing User: | Jeff Howard |
Date Deposited: | 14 Jul 2020 13:52 |
Last Modified: | 18 Nov 2024 14:29 |
URI: | https://repository.falmouth.ac.uk/id/eprint/3996 |
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