Allegorical Games—Or the Monster Isn’t a Monster Isn’t a Monster
Wherein:
• The potentials of allegorical games to evoke deep gameplay experiences are discussed, such as
• Allowing to make inner processes tangible,
• Creating a “magic” door to a deeper theme,
• Avoiding distractions from the theme, and
• Making players think and providing an incentive to keep playing.
• These potentials are exemplified by way of a comparative analysis of four allegorical games:
• Silent Hill 2
• Papo & Yo
• Spirits of Spring
• Journey
• Three design approaches are then proposed, each emphasizing another function of metaphor use in allegorical games: ...
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