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1397097 Posts in 67435 Topics- by 60634 Members - Latest Member: TomiDev

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TIGSource ForumsDeveloperDesignAesthetic Layering for the Refined and Unrefined
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Author Topic: Aesthetic Layering for the Refined and Unrefined  (Read 17653 times)
Michaël Samyn
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« Reply #60 on: November 13, 2007, 01:32:41 AM »

But you're still excluding the less creative people, the people who need to be guided by the hand and are uncomfortable making up their own games within your game. And I'm not saying you shouldn't exclude them, just that a very open game tends to appeal to the more artistic sort of person.

You're probably right. I'm probably making the same mistake that Chris Bateman tends to accuse the hardcore gamer/programmer types of designers of: that they make games assuming everybody is like them.
It's hard, though, I think, to make games for people who are different than yourself. The best way to do it, is probably to work together with people who are different than you. But that is also hard to do.

Tale of Tales now creating Sunset
« Reply #61 on: November 13, 2007, 01:33:39 AM »

I guess some artists are more intuitive than others. When I'm composing a piece, I don't really think about why I'm putting a specific note somewhere. It just happens. With games, I guess it's a more calculated sort of thing though. (Not that I've finished my game yet but that's what I've found so far).
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« Reply #62 on: November 13, 2007, 01:48:06 AM »

I think music composition is definitely more inspirational, yeah. My father is a composer (he made a lot of the music for Immortal Defense) and says he likes to finish a work in a short burst of creativity and then only edit it consciously in minor ways after that, the next day. He's also a painter and paints that way. But I think longer, more extended projects like movies and novels and games may have more need (or at least more room) for deliberation. There'd be no need for a feedback forum or playtesting if inspiration were all it took to make a great game.

Also, if I want to communicate with myself I think something like meditation or a private journal would be easier for me than making a game if the goal is just to know myself better. Though I also think that my ideal audience I keep in mind when making a game is 'a slightly younger version of myself'.

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« Reply #63 on: November 13, 2007, 12:55:41 PM »

I play the video games.
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