Wednesday, 30 January 2013

Book references and quotes.

Designing Virtual Worlds

Richard A.Bartle

2004 New Riders Publishing

Chapter 7, page 648, Towards a Critical Aesthetic

"Lightness versus darkness. The less you know, the more easily you're spooked. The same applies to other sensory information that the virtual world supplies: Sudden silence is also spooky. When players find that the light levels are falling, the can interpret this as a warning. If they keep on going, they are accepting the challenge of whatever awaits them. If they see light at the end of the tunnel, it tells them their ordeals are nearing their end.

Chapter 7, page 647, Towards a Critical Aesthetic

"Atmosphere is the means by which designers influence players' moods. It can be active (for example, it tells the players they are in danger), passive (for example, it puts players at ease), or interactive (conducive to exploitation by players). Atmosphere is used to:

. Signal the start or end of an action sequence
. Signal a breathing space during an action sequence
. Throw plaers off their guard, ready for a big surprise
. Warn or encourage players
. Reward or punish players
. Hint at what is to come
. Facilitate various social activities
. Make a philosopical or ehtical point. (this may or may not be in combination with any of the above.)"

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