I used to think that aesthetics as they relate to games, were purely what the senses could pick up. Essentially the the visual and sound design. But now I realize that the term aesthetic is far more expansive, and far more abstract.
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| I'd say it's the other way around for game designers too, as mechanics and dynamics are serving a core aesthetic |
There are eight sub categories of aesthetics. They are: Sense Pleasure, Narrative, Discovery, Abnegation, Fantasy, Challenge, Fellowship, Competition and Expression. The lines between the eight can blur into each other. Take for example any of the Saints Row games. When you're out in the city indulging in ultra violent fantasies upon the innocent town's folk, are you living out a fantasy as a kill crazy maniac , or are you expressing yourself through violence? Probably a mix of all three, with a little sense pleasure thrown in.
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