Have you seen the Rist peninsula in that game?
What does that look like to you? Because if you knew the truth you would stop playing.
I’m just kidding.
But my point is that sometimes games are just games, and any sort of symbolism is just overreaching. Our minds are built to be pattern-recognizers, even if a pattern is not intentional.
I do, however, find a difference between things like peninsulas and portals in games specifically designed to be giant female baby dolls that make you walk through doorways cut out of their torsos and, well, private parts.
It’s a major plot point. And the female baby doll enemies require you to 1) remove their defenses, 2) remove their clothes, and 3) destroy their hearts to defeat them.
I’m not a game designer, but I am a theatre director and designer. Choices like that—with a lot of detail and innuendo—are always intentional.
It may just be to point out the horrors of child sex abuse, but these are very specific design concepts carried throughout a large chunk of a game.
What was the last time you had fun playing a video game?
Yesterday playing Breath of the Wild (:
Have you seen the Rist peninsula in that game? What does that look like to you? Because if you knew the truth you would stop playing.
I’m just kidding.
But my point is that sometimes games are just games, and any sort of symbolism is just overreaching. Our minds are built to be pattern-recognizers, even if a pattern is not intentional.
Anyway, enjoy! It’s a great game.
Lol, nice one. I agree with most of your points.
I do, however, find a difference between things like peninsulas and portals in games specifically designed to be giant female baby dolls that make you walk through doorways cut out of their torsos and, well, private parts.
It’s a major plot point. And the female baby doll enemies require you to 1) remove their defenses, 2) remove their clothes, and 3) destroy their hearts to defeat them.
I’m not a game designer, but I am a theatre director and designer. Choices like that—with a lot of detail and innuendo—are always intentional.
It may just be to point out the horrors of child sex abuse, but these are very specific design concepts carried throughout a large chunk of a game.