This paper discusses the role of the game designer as a steward of player’s agency by examining the design of Rainy Day, a digital narrative game created to explore feelings of apathy and anxiety. The objective of the game was not only to capture the creator’s state of mind, but also to evoke similar feelings in the player. The game features numerous ambiguous choices with unclear outcomes, sought to capture the cyclical nature of apathy and the difficulty of making choices in such a state. Through such decisions, many game design guidelines were purposely broken, and player’s agency was reduced. These decisions, however, created the intended effect without diminishing player interest.

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Designing Angst

  • Thais Arrias Weiller

摘要

This paper discusses the role of the game designer as a steward of player’s agency by examining the design of Rainy Day, a digital narrative game created to explore feelings of apathy and anxiety. The objective of the game was not only to capture the creator’s state of mind, but also to evoke similar feelings in the player. The game features numerous ambiguous choices with unclear outcomes, sought to capture the cyclical nature of apathy and the difficulty of making choices in such a state. Through such decisions, many game design guidelines were purposely broken, and player’s agency was reduced. These decisions, however, created the intended effect without diminishing player interest.