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When Games Run Amok

An introduction to Game Design and games unique art form
through the lens of The Last Of Us Part II singularities.

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A quick introduction

The conference was held during an art exhibition that offers multiple art performances and expositions around a central theme, which was "Amok" for that edition. Attendees were coming for all kind of backgrounds, and not necessarily games enthousiasts in the first place.

My goal here was to first lay down Last Of Us 2's narrative and marketing stakes that were introduced by the first Last Of Us, as well as tying in the conference topic with the exhibition theme, all the while introducing and  Game Design principles and the industry in which videogames are created.

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Amok could be described as a suicidal killing spree, stemming from severe trauma. And so all throughout the conference, I tried to draw parallels between:

  • Ellie's behavior throughout TLOU2 narrative, akin to Amok.

  • The game's design creating discomfort to enable discussion around player actions through Ellie.

  • The link between marketing and narrative choices made to purposely generate negative emotions in the target audience and established playerbase.

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Understanding Game Design

Piece by piece, I introduce what essentially constitutes a game and how it uses a unique language, different from other arts' techniques. And most importantly, how TLOU2 uses that language to evoke conflictual feelings: anger, sadness, resentment.

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(Had to refrain from actually showcasing loops, vulgarizing is not fun.)

Alignement of Player
and Character Goals

At first, players' goal is aligned with Ellie: getting revenge. But as the game progresses, I found myself and others drifting away from Ellie's goal. Through the re-humanization of the game's enemies (by giving them unique names their allies call for, for example), it forces players to recontextualize their Challenge, and what kind of Reward they get from overcoming it. Ultimately, it turns the gameplay loop into a (sometimes) painful process.

Characterization
through Mechanics

(WIP)

Player Agency and QTEs

(WIP)

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