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Published byClifton Booth Modified over 9 years ago
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Beth Godfrey | LCC 6318
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Developed by: Thatgamecompany Jenova Chen Nicholas Clark Chen: Primary purpose of entertainment products is to evoke feelings. Emotional range of most games limited Flower’s purpose? To arouse positive emotions Remove gameplay elements/mechanics that were not provoking the desired response
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6 main levels, represented by a flowerpot on a window sill Upon selecting, enter the “dream” of the flower Control the wind to guide a petal Touching flowers 1) accumulates petals in a trail 2)”heals” parts of the world Goal? Restore life, color, light to a gray world
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Accumulation of petals -> wider array of instrumentation Each flower plays a tone when activated Instrument tracks written to stand alone, but fit together as an orchestrated piece in advanced levels Written to imitate natural sounds (wind) Piano, strings, woodwinds
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Emotional arc, rather than a narrative one Guidance through visual representation and emotional cues No enemies, hit points, time limits Open world The surrounding environment becomes primary character “…an interactive poem exploring the tension between urban and nature.”
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