tag:blogger.com,1999:blog-9130042139488470994.post3679739978776839147..comments2023-03-20T14:48:04.850-07:00Comments on Dagda's Workroom: How do you make a game about love?Dagda (Brooks Harrel)http://www.blogger.com/profile/12719198062375441018noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-9130042139488470994.post-51933892951804085552010-11-23T07:54:47.101-08:002010-11-23T07:54:47.101-08:00It's the best I can manage at this point. (And...It's the best I can manage at this point. (And yes, that's the idea- to have the heart of the gameplay experience be about love as I understand it)Dagda (Brooks Harrel)https://www.blogger.com/profile/12719198062375441018noreply@blogger.comtag:blogger.com,1999:blog-9130042139488470994.post-36736750233010413682010-11-23T03:32:20.334-08:002010-11-23T03:32:20.334-08:00"there's no rational reason to shoulder a..."there's no rational reason to shoulder all this hardship except that you care about what happens to this person, damn it. And when you stick with that approach, you wind up getting alot more out of a life that used to be much more effortless and predictable."<br /><br />You know, this seems like a good explanation of love in general.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9130042139488470994.post-46191989785828591142010-07-18T15:27:24.253-07:002010-07-18T15:27:24.253-07:00Try "loved" (http://www.kongregate.com/g...Try "loved" (http://www.kongregate.com/games/AlexanderOcias/loved).<br /><br />There are plenty of games about love. "Braid" could be said to be about love, in a bizarre and abstract way -- but perhaps that's precisely how we ought to approach love as designers.Maxhttp://uoregon.edu/~mthayer/noreply@blogger.comtag:blogger.com,1999:blog-9130042139488470994.post-83640266142914807202010-06-30T10:18:27.580-07:002010-06-30T10:18:27.580-07:00How in the world is rescuing princess peach about ...How in the world is rescuing princess peach about love? In the beginning, perhaps; for a first time player, being told "your princess is in another castle" does give the game the overarching feel of a quest where you're searching for someone (though you're still there mainly for the jumping). Of course, Braid took that and ran with it to create some unnerving (and brilliant) results.<br /><br />Portal has more of an isolated moment, one where the game manipulates our capacity for loneliness and attachment. The baldfaced way in which that game goes about the whole process only makes you marvel even more at how effective it is.Dagda (Brooks Harrel)https://www.blogger.com/profile/12719198062375441018noreply@blogger.comtag:blogger.com,1999:blog-9130042139488470994.post-2315889971981830032010-06-30T09:16:02.433-07:002010-06-30T09:16:02.433-07:00Good post. My first reaction was you just had to ...Good post. My first reaction was you just had to put it all in the narrative, there was no other way, but your idea would probably work. <br />Another couple of moments worth bringing up are the companion cube from Portal, and rescuing the princess in every game since Mario.vazorhttps://www.blogger.com/profile/02448635416409682217noreply@blogger.com