Tuesday, 18 August 2015

Amnesia: Immersion

2. Discuss the immersion created by elements of audiovisual, art or diegetic design in your chosen game and their effect on your experience of the game's narrative.

"Amnesia's" art, audiovisuals, and diegetic design immersed me in its narrative, and made my experience as a player curious about the narrative and scared of  the gameplay.
The audiovisuals in "Amnesia" immersed me in the narrative as I felt a moment of affect, as when I played through the "Wine Cellar" I heard footsteps and saw something standing in my peripheral vision. I quickly hid and turned off my lamp so the monster wouldn't see me. As I stood in the darkness the sanity level began to rise: the throbbing audio gets louder and the vision of the player becomes more blurry. This all built up to my emotion of fear, as the sanity level gave a sense of tension. The emotions I felt throughout the game helped me immerse in its narrative as I felt like after frightful moments, the player was rewarded with story nodes.
The diegetic design combined with its audiovisuals immersed me in the narrative as I felt curious about finding out more about the narrative. As I played through the game I eventually progressed to the "Entrance Hall" where the player enters a story node playing in the background while they approach a door in the middle of of the "Entrance Hall". The view of the player became dark red and the character's movement became slow with faint sounds of people talking; all building up to the tension of finding out what is behind the door. Once the player enters through the door, a large skin-like mass blocks the player's way. This created an emotion of curiosity as I was eager to find out what had happened for this to be there, why it was blocking my way and who made this, all of this immersed me into its narrative as I was eager to get to the next story node to find out.
"Amnesia's" audiovisuals and diegetic design immersed me in its narrative through the emotions of fear and curiosity I experienced as a player.

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