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In today's extensive main feature, Gamasutra discusses game design, Flow Theory, and the creative potential of each of the next-gen consoles with fl0w and Cloud creator Je
In today's extensive main feature, Gamasutra discusses game design, Flow Theory, and the creative potential of each of the next-gen consoles with fl0w and Cloud creator Jenova Chen, in an exclusive interview. In this excerpt, Chen explains that the work that went into creating fl0w was a direct result of his desire to see the industry moving in a new direction that better reflects a wider audience's tastes: "JC: I see two major directions our current industry should push toward. First, expand the spectrum of emotions video games evoke. If someone doesn't like visceral stimulation and dexterity-based game play, the games they can choose from are very limited. And second, design games to be adaptive to different types of gamers. Many times, people stop playing a game [not] because they don't have interest in it. It's because most traditional games can't satisfy the various tastes and expectations from different types of gamers. A year ago, we made a game called Cloud to address the first direction. My graduation thesis [flOw] focused on the second direction. In my thesis, I formed a series of methodologies for game designers to enhance their game so that more and different types of players can enjoy. Originated as a practice and testbed for the "Active Dynamic Difficulty Adjustment" theory formulated in my thesis, flOw is designed to attract a wider audience, allowing players with different tastes to enjoy the experience in their own way. The game features an abstract, aquatic world inviting players to learn, explore and survive." You can now read the full Gamasutra feature on the subject for more from Chen on the game's move to PS3, his thoughts on the Wii, and the future of his development house thatgamecompany (no registration required, please feel free to link to this column from external websites).
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