Tuesday, November 6, 2018

Game Decisions

Cozy. Coziness is considered a factor in games, where there is an absence of risk, of danger. Where there is an abundance of shelter and food, where nothing is pressing or immediate and there are a lot of comforting aesthetic signals where players have a low sense of arousa- I'm sorry did I read that right?

Ok yeah apparently a low state of arousal is part of having a cozy game. Go figure.

One game that in my opinion meets all these needs is Stardew Valley. A game where you inherit a plot of land to build a farm that you can grow and change at your own pace.

Image result for stardew valley
Stardew Valley
Chucklefish LTD

Maslow's Hierarchy of Needs is a big factor as part of the Coziness of a game. Which suprised me that something to do with basic human living would play such a roll within developing video games. The hierarchy of needs tends to revolve around the rewards you gain from playing.

Much like real life, you should not make meaningless decisions. They are the worst kind and have no affect on gameplay.

I respectfully disagree. A meaningless decision could be something like changing what hat your character is wearing. It might not change the game, but it'll make you feel better. And on the other hand, there really is no such thing as a meaningless decision.

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