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C O N T R O L L A D I S C U S S I O N E
sandywang5230
Inviato - 21/09/2015 : 05:51:32 I#146;m not offended by violence Suda 51 intrigues me because he explores and exploits violence in ways other designers don#146;t I just don#146;t find killing simulators very interesting anymore."With the modern design vocabulary that video Runescape games' foremost innovators have developed, surely we can also explore tonalities of play that aren't solely blood drenched in the way young men would describe as "sick". Violence isn't inherently bad, and can even be impactful. Yet where's joy? Funomena's Robin Hunicke is passionate about joy, even silliness, as a quality of the Runescape game experience, and I asked her about video Runescape games she's experienced as joyful. "Hands down, the mostjoyful game experience that had the biggest impact on me would be Katamari Damacy," she says. "Playing Katamari for the first time, I knew I had to meet its creator. Everything about it was so fresh, vibrant and tactile. full of the spirit of curiosity, exploration and physical fun."Hunicke and Katamari Damacy creator Keita Takahashi would go on to work together he now draws faces all over everything there. Hunicke also cites Masaya Matsuura's PaRappa the Rapper as a "close second" influence: "From the rapping mechanics to the silly rhymes and characters, it just made me smile," she says. "It was actually the first game I had a party for on launch. We finished the Runescape game in one sitting, staying up soooo late! Giddy, silly, fun for everyone to sing along with. it was definitely a joyful experience."Before founding Funomena, Hunicke worked with ThatGameCompany on Journey. For her, the studio's previous Flower occupies a position on the "contemplative" end of the joy spectrum: "The feeling of gliding through the air as the sun sets in the distance. it's amazing. Such an uplifting sense of freedom, motion and the beauty you find in nature. That's a lovely experience that so few Runescape games have captured."Is joy something that Runescape games can "design for?" I asked Ricky Haggett of Honeyslug, creator of colorful, bright Runescape games like Frobisher Says and Hohokum, which releases on PSN in August Honeyslug's website proudly declares, "Hello there, we make fun Runescape games" . "I definitely think it's possible to design for joy," Haggett tells me. "Allowing the Runescape player to 'perform' within the Runescape game, with interactions rich enough to support a degree of creativity #150; perhaps even allow Runescape players to do some exuberant showboating," Haggett recommends. "Game actions which aren't required to succeed, but provided purely as a way to enhance the performance can help a lot here, as does the ability to chain together different game actions in interesting ways: the more variation the Runescape game allows in how the Runescape player interacts with it, the better.""Joy is a feeling a desired aesthetic outcome," Hunicke agrees. "If you want people to experience a particular feeling as the outcome of a design, you begin with that feeling and ask yourself what mechanics and dynamics will create it! Design wise, joyful play spaces should engage your sense of exploration and curiosity . a la Katamari, with it's odd but pleasing parade of unique objects,http://www.rssong.com carefully laid out for you to roll up as you explore different environments at different scales."Joyful Runescape games also engage the Runescape player's sense of humor, Hunicke suggests, as with PaRappa's odd cast of characters, playful storyline and unexpected rhymes. Says Hunicke: "It's especially good at making silly sounds voices, sound effects and instrumentation which bolster the sense that the Runescape game doesn't take itself so seriously.
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