THE INFLUENCE OF WELL-KNOWN ARTIST WORK ON GAME DESIGN | Page 8

PART 2

The book How Games Move Us Emotion By Design by Katherine Isbister, is it about how games can provoke and impact on the player’s emotional feelings from the plays (Isbister, 2016, p.120-12). The book mentions about Jenova Chen and his work Journey as he wanted players to experience awe at the game’s majestic landscapes (Isbister, 2016, p.120-12). The designers who made the game have chosen a minimalist approach to crafting the communication possibilities between players (Isbister, 2016, p.120-121). However, the book has only talked about the physiological context behind the emotional feelings the player’s experience when playing emotionally impacting games.

The book The Art Of Game Worlds by Dave Morris & Leo Hartas, and it is about the design of worlds for digital games. It explains about the purpose of designing and the reasons for it (Morris and Hartas, 2004, p. 182). There is an interesting debate of realism vs stylisation, but it depends on game development because they can demand for maturity that will force the art and design development in games to grow up (Morris and Hartas, 2004, p.182). For example, if a designer were to approach an artist with a World War 1 game idea, realism would need it, and if the game idea was an adventure, fantasy then sterilization would be an appropriate idea (Morris and Hartas, 2004, p.182). Therefore the book does explain a few reasons why game designers chosen particular art genre for their game.

The difference between the two books is Katherine wrote about the emotional design that impact on players, whereas Dave & Leo wrote about the design of the game that attracts player’s attention. Both books explain the reasons of how games being successful through its creative art design, but do not give references on how they got the art inspiration from.

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FIGURE 4 (gamerInformer, 2015)

Chris Szkoda