McGilliguts said:
That's a good example. I agree that game designers can control the emotional experience of players to a degree with such techniques. But they seem to leave little room for a unique personal expression, which I think is also a vital component of art. |
bolded: do you mean a unique personal expression from the game designers or the players?
i certainly think that when game play is rich, deep, versatile, fluid, intuitive (ie when the art is executed well..!), it automatically gives the players room for if not personal expression, then atleast personal utilization. depending on which parts of the game play resonating the best with them.







