I think a game hits a high point when it provokes reactions the designer doesn't expect.
Sentiment: POSITIVE
This is the entertainment industry, so game designers have to have a creative mind and also have to be able to stand up against the marketing people at their company - otherwise they cannot be creative. There are not that many people who fit that description.
So much depends on the performance, and here you are also tied up in the emotion the game evokes.
The most important thing in games isn't the designer's narrative, but the story the player creates through his experiences.
When I create a game, I try to focus more on the emotions that the player experiences during the game play.
A lot of artists think they want anger. But a real, strong, bitter anger occupies the mind, leaving no room for creativity.
As a designer, you are flattered to see anyone in one of your designs, whether it's on a red carpet or passing by you in the market. It's this wonderful little high every time.
I'm a big believer in the emotion of design, and the message that's sent before somebody begins to read, before they get the rest of the information; what is the emotional response they get to the product, to the story, to the painting - whatever it is.
When I mention that I'm a game designer as well as a writer, someone will nod and say, 'Ah, that's what we like about your script. The videogame feel.'
I've certainly played games that provoked a real emotional response or serious thought processes.
I believe the game should really feel what the players are feeling and change according to that.
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