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wraggster
March 9th, 2012, 22:44
'Too much intensity can kill the atmosphere', says Dear Esther indie Dan Pinchbeck

A lack of stimulation in a game can enhance the user’s overall experience, claims Dear Esther creator.
Speaking at GDC, The Chinese Room’s Dan Pinchbeck said quiet moments in a game and less handholding can create a bigger atmosphere than all-out action.

"For a long while I believe we have been fooled into thinking that dead or empty space in games is a bad thing, like dead time on the radio or something," said Pinchbeck, as reported by Gamasutra (http://www.gamasutra.com/view/news/165174/GDC_2012_Overstimuation_kills_atmosphere_says_Dear _Esthers_Pinchbeck.php).
"In reality, a lack of stimulation does not equate to a lack of experience. In fact, a lack of stimulation allows for other experiences to grow. You can’t feel rage slowly and you can’t feel loss fast. In Dear Esther, we found that the less hand-holding we did the more the experience intensified."
The unique indie-fund backed game has surpassed 50,000 sales since release last month, and has received positive reviews for its atmosphere and style.

http://www.develop-online.net/news/40144/GDC-Lack-of-stimulation-can-enhance-game-experience