| | InfluencesOctober 9th, 2006 |
Today I see this link to Limbo, a game which offers up a different visual aesthetic, but gameplay that looks like a clever elaboration of traditional platforming.
I’m going to be giving a talk at Project Horseshoe entitled “Influences.” It’s basically about pulling in different aesthetics from different areas, rather than relying solely on what might be called “the videogame aesthetic.”
I think there’s a lot of potential in presenting old gameplay (as in this case and in the case of Fl0w) in radically new wrappings. Beyond that, though, lies more unexplored territory: using the broader palette of aesthetics found in other media for the purposes of different gameplay.
In the book, I mention Minesweeper as an example of some of the elements of Impressionism taken into the real of systems modeling. Minesweeper, like Impressionism in art and music, is about modeling by absence, about the play of reflections on the surface, about understanding through repetition. There are many ways to play with this notion, and I am sure there are many other games that could be done with this general approach.
Just playing with the notion:
- How about a game where you have to find spots on the screen by dropping pebbles on a water surface and observing ripples?
- Or where you shine a small light on something and try to identify the shape hidden in the darkness by tracing its contours within a time limit?
- Or where you have to find things by defining their negative space?
Even these, though, are still fairly conservative. If we went an picked an aesthetic from a radically different field and tried to bring it back to games, what would it look like? What would a game that embraced “jump cut”-ness or a game that embraced “cyberpunk”-ness (I don’t mean the trappings — I mean the actual ethos) or a game that embraced “religious ecstasy” really look like?

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[...] http://feeds.feedburner.com/~r/RaphsWebsite/~3/35288326/http://www.raphkoster.com/2006/10/09/influences/Today I see this link to Limbo, a game which offers up a different visual aesthetic, but gameplay that looks like a clever elaboration of traditional platforming. [...]