How game designers develop meaningful mechanisms to convey themes, emotions and ideas in video games

How game designers develop meaningful mechanisms to convey themes, emotions and ideas in video games

HomeThe Game OveranalyserHow game designers develop meaningful mechanisms to convey themes, emotions and ideas in video games
How game designers develop meaningful mechanisms to convey themes, emotions and ideas in video games
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This video analyzes how some of our medium's best game designers have used meaningful mechanics as a metaphor to convey certain emotions, themes, and ideas

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Meaningful mechanics are still underused in gaming, and there's no shortage of emotions, themes, and ideas we can convey as an art form when we think of mechanics as metaphors. I think we need to compile a compendium of meaningful mechanics and use that library as a foundation to move the medium forward. There are so many incredible examples in our medium already, we just need to be explicit about how they work.

This video contains some of my favorite examples, but I encourage you to share some of your favorites in the comments below

Games mentioned
-I
-Trip
-Weave
-Missile Command
-Never alone 4:21
-Brothers, a tale of two sons 4:54
-Florence 5:26
-The Last Guardian 6:09
-Heavy rain
-Thomas was alone 7:04
-Revelation 8:08
– Catherine
– Hellblade 9:16
-Dark Souls
-Sky blue
-The devil can cry 3 10:43
-Special Unit 11:49
-Shadow of the Colossus
-Papers, please
-Everything
-Mafia 3 15:13
-Assassins Creed Liberation 15:33
-Bioshock 16:12
-NierAutomata
-Metal Gear Solid 2 16:47
-The Tetris Effect
-Battlefield
-Call of Duty
-PT
-Civilization
-Gears of War
-Flower
-The Unfinished Swan
-Knocker
-What remains of Edith Finch

Additional footage from

-Sharrako
-App Unpacker
-TetraNinja
-I'mSpOON
-GDC – Will Wright Mata Haggis Soren Johnson Sid Maeir
-EightBitHD
-Jonathan Blow
-Fumito Ueda

All rights to games, music and ideas belong to their respective owners. Please write to me if I have not indicated your source.

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