The point of these lessons is to collect data and teach me, and possibly anyone else what I've learned about games especially since there isn't a video or book on games that says "this is how you do so and so."
First Lesson: How to Create a Foul Smell in a Game.
Games, of course, can't let players smell things but images can be a powerful source nonetheless. I think that telling stories with pictures in games is better than long instances of text or dialogue. Just look at the incredible amount of dialogue in MGS 3! Who wants to sit around listening to a history lesson about a codename?
Dialogue may not always be the best way to convey a story, actions speak louder. But on to the main point; if I were to make, say, a horror game, how would I go about making a bathroom that was unpleasant.
First, I think I would start with the color.
White is easy to stain with brown and black shades which gives it a gross and smelly appearance.
Second, misplaced objects add to the effect.
Objects placed haphazardly create a sense of disorganization which adds to the grossness of the room.
Finally, I would add small insects, especially flies. disguising creatures that like gross places create a nasty atmosphere.
In hindsight, this wasn't as good of an idea of a paper but whatever, its my lessons for myself...lol
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