tag:blogger.com,1999:blog-5757141642198596338.post3329541894624989975..comments2017-03-09T07:46:35.786-08:00Comments on Ruminations of a Designer: Emotional Synchronization : A Trickle Down Design PillarAnonymoushttp://www.blogger.com/profile/00881029405782367269noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-5757141642198596338.post-45298523063253209032017-03-09T07:46:35.786-08:002017-03-09T07:46:35.786-08:00very detailed examples. Maybe you can dig a little...very detailed examples. Maybe you can dig a little bit deeper about how to enhance the synchronization experience. For example, i remember in one reading we did about VR in the class, it mentioned changing the way of storytelling can break the synchronized experience. Player is not sure about their role sometimes. But in general, i think you find an interesting topic for the blog.Anonymoushttps://www.blogger.com/profile/11915604969650104566noreply@blogger.comtag:blogger.com,1999:blog-5757141642198596338.post-13502001396236111882017-03-08T21:17:53.380-08:002017-03-08T21:17:53.380-08:00Interesting analysis from a player and game design...Interesting analysis from a player and game designer's point of view on the design of Tomb Raider. I'm going to say upfront that I didn't particularly agree with Terence Lee's article on story, especially since he seemed to invalidate most commercially successful titles as bad storytelling. I feel that the game did well capitalising on player's empathy. The role of the player is less of a "first-person experiencer" as Terence Lee mentions, but more of a "coorperating storyteller", where I am trying my damndest to keep Lara on the path to get where she wants to go so that she, not me, can fulfil her story. Perhaps this is the "synchronisation" that Hamel was talking about. I guess the design goals was for the player to empathise with Lara's feelings at any given point of time, and I'd wager they did pretty well through the use of monologues, camera angles, and level design. You mentioned that the ability for players to camp and snipe enemies from afar as a drawback, but if your personal narrative of Lara is someone intelligent and quick-learning, having Lara snipe off enemies from cover seems to fulfil that narrative and agrees with the synchronisation.Diao Zhenghttps://www.blogger.com/profile/05932463050135240932noreply@blogger.comtag:blogger.com,1999:blog-5757141642198596338.post-52353836974168186882017-03-08T13:56:25.680-08:002017-03-08T13:56:25.680-08:00Your blog was interesting. Your focus was on meani...Your blog was interesting. Your focus was on meaningful play and maintaining synchronization between characters and players. There was something fascinating to me about that Princeton Review on story and MRI scans for a storyteller and the listener and how they have matching neural patterns. I will have to read that some time. The only thing I can think of to have helped your blog would have been to include another example or two of synchronization between characters and players.Anonymoushttps://www.blogger.com/profile/06444987204780948561noreply@blogger.com