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Making Deep Games by Doris C. Rusch

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5

Allegorical Games—Or the Monster Isn’t a Monster Isn’t a Monster

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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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