In this cast, we discuss the concept of product or piece analysis from an artistic standpoint and the difference that analysis approach from that of a consumer review.
Here we get into the concept of world arrangement. Specifically the idea of how you present the various segments of your game's levels, areas, and content.
Here we examine concepts surrounding the defining of game genres using our previous definitions of Foundational, Framing and Refining mechanics, as well as the NarVisAud to seek a better way of identifying the differentiating elements of games.
An examination of the concept of just what a video game is, and the implications of its definition as a "composite experience". We use many examples and coin a lot of terms in this one.
In this cast, we go over the concepts of visceral and cerebral engagement when it comes to video games (dipping frequently into cinema) and the implications of managing the ratios of these engagement styles in games. Note that we use the terms Emotional and Visceral interchangeably in this cast.
An examination of how the amount of interesting items in an environment affect the overall interest of an environment and the relationship of that affect to the overall size of said environment.
For this cast, we're digging into the concept of Inspiration and our theories on how one can attempt to draw it out of themselves and the world around them.
29 min
About Vernacular Games
From the publisher's feed
An indie game development group with a focus on making unique content that pushes the medium forward creatively and makes opportunities for others to create content within said medium.