Game Design as Expression Pt. 3

Game design is a little funny because you often need to combine visual+auditory+procedural elements to make something work. But then again, rappers combine poetry with samples and instrumentalization. And I haven’t even brought up all the weird stuff that film needs to think about, like acting and set design. So it goes. But let’s get back to the main point - no shame if you forgot, I did too - we’re looking at what kind of person should seriously consider game design as a medium for expression. And if you think in systems, maybe that’s you.

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Deltarune: Making Meaningless Choices

If you’ve played Undertale before (and I’m assuming that you have), you’ll know that one of its defining features is player choice. It’s a game that allows you to kill literally everyone you meet (genocide run), befriend everyone you meet (pacifist run), or do something in the middle. Each of these playstyles results in significant meaningful changes to the gameplay and story. So naturally, when you start playing Deltarune, you would expect to be able to make the same range of choices.

But here’s the thing about Deltarune. Your choices don’t matter.

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Game Design as Expression Pt. 2

Two weeks ago I noticed that not many people utilize game design as a means of self-expression. And that makes sense, as there’s tons of factors that get in the way of game design as an accessible creative medium. But that systemic stuff will come a bit further down the line. Today, we’ll learn how you can actually use game design for expression in the first place.

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