Interaction Design - Week 5 (study trip to the V&A)
5. I’m not bad, I’m just drawn that way
An example of a game that fully immerses and makes full use of its aesthetic and design to engage the player is ‘Limbo’, an indie puzzle 2D platform released in 2011 to great reception. It has an extremely flat, black and white ‘paper cut’ aesthetic, with murky backgrounds that emphasis the horror aspects of the game. The game takes place in ‘limbo’ so having the objects and characters appear as shadows behind a murky screen was a great creative decision.
Since this is a one directional side-scrolling platformer where you play as a single character, the simple flat design adds visual clarity and ‘readability’ towards objects and environment that the player must interact with, as well as adding to the unsettling environment. A more colourful and ‘3D’ design would only have distracted from the great level design and tone of the game.
The overall combination of the visuals, great sound design and engaging gameplay make this game one of my favourites.
‘Monument Valley’ is a key example of a game that has an experience heavily influenced by its aesthetics. The purpose of the game is to solve visual puzzles and illusions in order for the central character to progress through the stages. The graphics of the game draw inspiration from architecture across the world, utilising these perhaps familiar shapes to create often abstract structures for the player to explore. This aesthetic was unlike anything seen before in application based gaming, thus drawing people into the world. The game also has accompanying ambient music, further drawing the viewer into the calming world of the game. The game is extremely beautiful, each level offers new, breathtaking designs which, on their own, are enough to encourage people to lose themselves in the game and want to solve the puzzles.
The colour palette of the game has been carefully considered in order to provide the player with the most relaxing experience possible, thus communicating throughout the experience which it aims to offer. The audience it is able to reach is broad, the central character remains almost abstract, she is dressed solely in white and has no defined features. This allows the game to be approached without any preconceived conceptions of who it might be targeted towards. The game was promoted using the same colour scheme and character as featured within the game itself.