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Author Topic: Game Design as an art -- unspoken themes  (Read 1556 times)
SJ Zero
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« on: April 20, 2005, 10:27:01 PM »

I'm curious as to artist/game developers thoughts about the inclusion of unspoken themes into games.

For example, one game I once saw was a RoboTron game which slowly zoomed out, showing more and more enemies, until the player is just a speck and the enemies are leigon. This was an unspoken message about the futility of "man vs. everything".

Has anyone else ever tried to inject an unspoken theme into a game design?
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jsmith71
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« Reply #1 on: April 20, 2005, 10:43:02 PM »

Quote from: "SJ Zero"
I'm curious as to artist/game developers thoughts about the inclusion of unspoken themes into games.

For example, one game I once saw was a RoboTron game which slowly zoomed out, showing more and more enemies, until the player is just a speck and the enemies are leigon. This was an unspoken message about the futility of "man vs. everything".

I dunno if you can say something like that IS a certain unspoken message, unless of course whoever had that idea has said so. The creator's original intent/interpretation may be vastly different than yours.
But anyway, yes, sometimes I do... Other times it's just trying to make a good story or design... I think music is the main thing I put meaning/messages into, game design is more of a 'fun' thing for me I guess.
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SJ Zero
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« Reply #2 on: April 20, 2005, 10:51:44 PM »

The readme file implied that meaning, as I recall.
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Z!re
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« Reply #3 on: April 20, 2005, 10:53:18 PM »

Not that developement has gotten very far yet, but there will be lots of "hidden" messages in FV.
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