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INTRO LECTURE. DePaul University – Brian Schrank, PhD. ADVANCED GAME DESIGN.

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intro lecture
INTRO LECTURE

DePaul University – Brian Schrank, PhD

ADVANCED GAME DESIGN

stephen king s hierarchy of emotion

“I recognize terror as the finest emotion and so I will try to terrorize the reader. But if I find that I cannot terrify, I will try to horrify, and if I find that I cannot horrify, I'll go for the gross-out. I'm not proud”

—Stephen King

Stephen King’s hierarchy of emotion
gore genre relishes the gross out1
Gore genre relishes the gross out

It gets its tension by juxtaposing

or ruining the “attractive.”

It’s often misogynistic.

gross out games

Terror

Horror

Grossed Out

Gross out games

NES game

torture using light gun

horror

Fear based on EVIDENCE

SHOWS you what to be scared of

Cause is EXPLAINED or easily inferred

Horror
horror vs terror stephen king

Horror:

the unnatural, spiders the size of bears, the dead waking up and walking around, it's when the lights go out and something with claws grabs you by the arm

Terror:

when you come home and notice everything you own had been taken away and replaced by an exact substitute. It's when the lights go out and you feel something behind you, you hear it, you feel its breath against your ear, but when you turn around, there's nothing there...

horror vs. terror (stephen king)
stephen king s hierarchy of emotion1

“I recognize terror as the finest emotion and so I will try to terrorize the reader. But if I find that I cannot terrify, I will try to horrify, and if I find that I cannot horrify, I'll go for the gross-out. I'm not proud”

—Stephen King

Stephen King’s hierarchy of emotion
surrealist horror

Reality itself becomes warped but it is NOT EXPLAINED. Can only be interpreted.

There is a concrete cause (underlying logic) but it can’t be easily explained.

Emotional or paranoid logic rather than rational logic.

Surrealist horror
your goal is to deliver an experience

A high quality experience trumps what we traditionally consider “good gameplay.”

Break familiar tropes and conventions to achieve a powerful experiential effect.

Your Goal is to Deliver an *Experience*