![]() ![]() And in RimWorld, as developer Tynan Sylvester tells me, “It’s essentially the notion that players extract more story meaning from a game event than is really represented in the mechanics.” It was first coined by Klaus Conrad in the late ‘50s, and has come to explain many psychological effects, such as how we see faces in things (pareidolia) and why we construct (hopeless) systems for gambling. ![]() ![]() RimWorld tells great stories because it uses:Īpophenia is a term that refers to the human tendency to detect patterns in randomness. But while it feels as if they arise from deep simulation, all watched over by an AI, they’re actually the result of something both more powerful and simple. This colony-building game is designed very specifically to generate such stories. Personal dramas, tales of threat and victory, of small things and large things, tragedy and comedy. Dramas set amid cabin fever, raider attacks, depressing decor, infected limbs, cannibalism and bloodthirsty local fauna. Įvery player will have stories of their RimWorld colonists. ![]() This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |