Wednesday 15 October 2014

MA Show

In this MA I have sought to demonstrate that nostalgia can add value to video games.

Through practice-led research I have experimented with a range of aesthetic & mechanical elements, backed-up by literature research and study into ludology and associated topics.
Nostalgia can arouse intense emotions; it is frequently invoked in film, television, retail & advertising.

However, its application in gaming is minimal — chiefly confined to ‘retro’ referencing of older video games.

The aim of ‘Rewind’ is to demonstrate the potential for broader application of nostalgia in game design by employing targeted ‘triggers’ to build a virtual world that can engage players both creatively and emotionally.
I believe that this has been demonstrated, and that the work I have done will contribute to a greater body of work among my peers.

In addition, through my employment as a college lecturer, I am already disseminating many of the philosophies, theories and skills gained during this process.  My game models are used as demonstration pieces to show particular techniques; my blogs are used to pull examples "out-of-a-hat" when provoking discussion on gender in gaming; my case studies are used to illustrate the overall development process.

The Rewind game is only part-built -- no small feat for a one-person studio with very limited spare time, but it embodies the philosophy I have evolved over the last 25 months:
This research explores the potential of nostalgic ‘triggers’ as a tool in the development of aesthetic & mechanical game elements.

Such triggers can be identified via collections of historical ephemera, which provide a rich source of ideas.

As part of this process, techniques have been established to adjust the emotional impact of these triggers by analytical classification and selective combination.

These techniques are augmented by the use of background semiotic cues — employing colour, light and styling to imply time period and social context.

The “Rewind” game design contains applied use of these triggers, techniques and semiotic cues in a single proof-of-concept product.
 

The conclusion of this study is that nostalgia may be applied successfully to aesthetic & mechanical video game design elements in order to add value in the form of emotional affect.