Over the weekend, I read an excerpt from The Poetics of Space by Gaston Bachelard. This reading was an in depth dramatization of the emotions and feelings of different spaces, in particular the house. A particular point that was made was about the cellar "As for the cellar... it is first and foremost the dark entity of the house, the one that partakes of subterranean forces. When we dream there, we are in harmony with the irrationality of the depths"(Bachelard). This harks back to my childhood, where I was always deathly afraid of the basement. Its dark depths and dank atmosphere lended itself to evil intentions. However, like all fears, mine have passed since I got the courage to explore the basement and what possibilities the space holds. Through knowledge and exploration, fears can be swept aside, replaced by inspiration and a swath of new activities, all without the hanging doom of the unknown darkness that was present beforehand.
The Art of Game Design continues to be an intriguing read that surprises me in new ways with each chapter. Chapter 6 focuses on the importance that theme has on games and how theme should be treated in a game's design. Theme isn't just something that the player learns from the game, it is the thought or idea that the game should try to represent in every possible way it can. This chapter covers two forms of themes, experienced and resonant themes. Experienced themes are just that, the themes that are experienced by the player through the game's story and setting, however resonant themes are a bit different. Resonant themes are the ones that are below the surface and aren't really experienced but have some deep truth that parallels those truths that the player holds. These are the themes that resonate deeply with players and make a story truly meaningful to a player's core. To people who do not really play video games, they can be easily seen as a...
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