I go in alone A dark room in front of my screen. The game is loaded. Purple, red, orange, and pink are all over me, calling me. Start the game. Yes, please. Take me to meet my friends, people I miss all day in front of the grey and blue work terminal. They greeted me with smiles, waves, and hugs.
I pause the game. Tell my baby loudly that I love them. Text a friend. Tell her I miss her. I hope everything is well for her. I love her. I went back to the game and spent a few hours interspersed and interacted. Even dared to jump to Reddit to check strangers’ ships, settings, towns, resource inventories, and their new hats. I comment. I agree. I share and participate in a great community.
Comfortable management games are not only fun, but also an escape. In difficult times like a pandemic, they can be lifeboats, just like hundreds of days of protest, rebellion, division, death to death, unpackaged trauma, which will echo for many years. In terms of game mechanics, they provide us with a respite from the harshness and combat. They allow us to embrace our friends, the people who let go in our lives, the people who let us go in our lives, and the imaginary incarnations of everyone we miss, desire, and hope to persevere again.
At the same time set friendly reminders to eat, drink, sleep, and give yourself something to eat, just because. Author and comfortable management game fan Nia Simone McLeod found that these games were exactly what she needed to find her place in the world again. “Comfortable management games make me calm and calm. Any anxiety I feel throughout the day is washed away.” She is closely related to the management mechanisms in these games: “I focus on the simple tasks that the game puts in front of me. , Whether it’s collecting shells, farming, or talking with neighbors.”
“The mechanism has meaning, value and tone,” said Whitney “Strix” Beltrán, director of narration at Hidden Path Entertainment. In addition to being the director of Hidden Path’s upcoming game inspired by Dungeons and Dragons, Strix often emphasizes what it takes to create a game that connects with the player, bringing the feeling of transcending the game and touching the player so deeply that the game even After they are finished, the game process will be with them. “How do I want players to feel at the end of the game? What should they stick to? How do I want them to move or possibly change from the experience? I put a lot of effort into clarifying what it would look like and shaping it into a vision. It’s important to understand your real-time game mechanics. Ideally, there is a synergy in which the mechanics and narrative amplify each other.”
enlarge It is the key factor that makes the game more than a simple escape for the player. It allows the game to enter the player’s mind, slowly changing them and how they see the world and themselves in it. McLeod had similar feelings: “Small things, such as catching a rare fish or completing a neighbor’s errand, brought me a lot of happiness. When I played ball, I was reminded that I should do the same thing in my life: celebrate Every victory.”
For me, a game that makes me feel all the feelings of the past year and now Spiritual Traveler From Lotus Games. As a comfortable management game about death, I entered it, ready to break my heart and emotions. What I didn’t expect was that it changed the way I look at the world, interact with friends and family, and reflect on myself. I was able to catch up with Nicolas Guérin, the creative director of the game, and Jo Gauthier, the art director. We separately and together discussed comfortable management games, how they are designed, and their impact on players.