Final Thoughts

Right now, in your own life, you're part of a world and many sub-worlds, if you count your family and your workplace as groups you belong to as "worlds."

One problem faced by game designers is balancing World Induction with exciting gameplay. Designers are reluctant to slow down the speed of the game just to make the game's world richer and worthy of study or exploration.

Yet look how people get mesmerized by and emotionally attached to the world created by Tolkien. Those books use countless World Induction Techniques, and the payoff is widespread devotion. Much of that richness was left out of the films, however, to keep the pacing moving quickly although it's truly impressive how much was retained.

So, in the end, it's a balancing act between how fast you want the game to move and how rich you want the game's world to be. Certainly having the elements that contribute to the world's richness be used in gameplay, as was stressed repeatedly in this chapter, is one solution.



Creating Emotion in Games. The Craft and Art of Emotioneering
Creating Emotion in Games: The Craft and Art of Emotioneering
ISBN: 1592730078
EAN: 2147483647
Year: 2003
Pages: 394

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