In the 1983 book The Art of Computer Game Design Chris Crawford begins with comparing traditional art and its design process with computer games. He believes that “the computer game is an art form because it presents its audience with fantasy experiences that stimulate emotion.” Just as the painter uses strokes and colours to evoke fantasies deep within the audiences mind, the computer game uses codes and rules as well as audio and visual stimuli to draw the player into a fantasy world. Yet as Crawford says “art is nevertheless difficult, because there are so many practical problems associated with stimulating fantasies deep inside another person's mind.” It is for this reason the design process of computer games is so difficult to master. When we listen to a song, for example, we can automatically detect the tension or harmony that occurred during its design process. If the composer was writing to a deadline we often can tell the song feels rushed. If he/she hadn’t used a particular instrument before we can tell it feels amateurish. Crawford argues that computer games face the same problems. He believes that players can see the points of tension and planning that occurred during the design process in the finished product. In this essay I aim to discuss what exactly becomes visible of the design and production process through gameplay. To do this I will draw on Crawford’s own experience with designing his game called Eastern Front 1941 as well as the experiences of Richard Rouse the Design Director at Surreal Software as he recalls the design process that occurred during the making of a stylised horror shooter called The Suffering.
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