Now they've posted Jenova Chens "Designing Journey" talk over at gdc vault, it's pretty interesting.
http://gdcvault.com/play/1017700/DesigningThere is one thing I've been thinking about thou, the use of catharsis to achieve the strong emotional reaction in the player.
I think it was mentioned here before, but is really the ultimate goal of this medium to achieve strong emotional response through our work? And through which means should we achieve this?
Through this "catharsis" you get the emotional response due to extreme changes in the emotional state of the game/book/movie, so maybe it's not really thanks to the actually content you achieve this but instead through the emotional flux. So I was just asking myself is this really a fair(to the player) way to achieve the emotional response? Perhaps it's too manipulative? But then, what isn't? Through audio & visuals we're constantly manipulating the player to evoke a certain emotion or mood. Maybe we're crossing some line sometimes in terms of manipulating the player to achieve our goals.
We've been through this before regarding to some free to play games, where players constantly are manipulated to get them to buy more in-game currency among other things. But now, we instead use "tricks" to achieve our own justified goals.
So where goes the line between what's okey and what's not?