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The Philosophical Basis of Exploration Cues in Game Design

Republished from The GameSaver, whose purpose it is to use objective philosophical analysis to save the video game industry from imploding.

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…it’s your game. You decide how you want to play, I mean, we’re not the ones who are going to tell you how to play...” – Mathieu Ferland, senior producer at Ubisoft Montreal, describing the design philosophy of Splinter Cell: Chaos Theory.

Obviously you can’t instruct people on how to enjoy art.” – Lisa Foiles, video game commentator (and former “All That” star) stating what she believes to be a truism relevant to a gamer’s choosing how (and whether) to explore a game world.

Together, these two quotations represent a malignant viewpoint stretching from video game designer to video game player. The second quote comes from one of Kotaku’s (few) intellectual features now roughly a year old. It is the perfect encapsulation of the average person’s view of art. Because this view is so widespread, what I am about to say is tragically controversial: there is an objectively correct way to read books, watch movies, view paintings, and play games. Read the rest of this entry