Thursday, September 2, 2010

Out of slumber, and back into the world of interactive art!


It's been quite awhile since my last post here, but the time has come for the sleeping blog to wake up and smell the bacon. This blog will again shift gears, no longer confined by the needs of a college class to keep it so narrowly focused. Even during that class (And much to my professor's chagrin), I felt difficulty focusing entirely on one single aspect of the multi-headed hydra that is the video gaming world; there is simply too much ground to cover. A blog without at least SOME focus is of course a bad thing, and so from here on out this blog will be dedicated to a more open topic; design.

What is design? I'm not about to quote Webster's, since design can count as virtually anything that can be seen, felt, heard, or experienced from within any given thing. Design is a scene carefully orchestrated by its creator, to evoke fun, frustration, anger, joy, and all things in-between. It encompasses writing, visuals, music, and even the psychology of how a player interacts with the game. There is good game design, and bad game design, just like there is good and bad design in anything else.

This blog will focus on design, and what it means for a video game to have both good and bad design. What can we appreciate about the good, and what can we learn from the bad? Is there such a thing as overdesign? Is there something to be loved about a game with poor design?

I'm going to delve into it, and shed some light on as many aspects of it as I can!




On a side note, typing the word "design" so many times in such a short time makes the word look and sound awfully funny!

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