« Pour obtenir de l’aide, appuyez sur X ». La montée du paradigme d’assistance dans le design du jeu vidéo

In this article, we will explore the evolution of antagonization and assistance in video game design during its industrial period. To do so, we will divide our exploration in two sections. First, we will observe the rise of progression, from the iterative design of classic arcade games to games with...

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Bibliographic Details
Main Authors: ­Carl Therrien, Mikaël Julien
Format: Article
Language:fra
Published: Laboratoire Experice 2015-10-01
Series:Sciences du Jeu
Subjects:
Online Access:http://journals.openedition.org/sdj/508
Description
Summary:In this article, we will explore the evolution of antagonization and assistance in video game design during its industrial period. To do so, we will divide our exploration in two sections. First, we will observe the rise of progression, from the iterative design of classic arcade games to games with a bigger scope, while noting how challenge and the antagonized discourses are evolving to cater to new design approaches. We will then analyze how assistance emerged in parallel in order to make the experience more accessible to a wider range of players, encouraging them to reach the end of the game. During the course of the article, we will see how antagonization and assistance are actually closely tied together by presenting a few key moments of this mutual evolution.
ISSN:2269-2657