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What gives a game “good pacing”? How do you make moments in a game “memorable”? When is less information, actually more? These questions are all something that video game developers should be asking, and I would recommend looking to the psychology of primacy and recency for the answers. The human mind has a natural desire to process the stimulation in front of it, and in this episode of Psych of Play, I’ll take a swing at explaining how you can play with levels of color and sound to make your video game memorable.
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Game Sources:
The Legend of Zelda: Majoras Mask (2000) - Nintendo
The Legend of Zelda: Twilight Princess (2006) - Nintendo
Celese (2017) - Matt Makes Games
Mario Kart 8 Deluxe (2017) - Nintendo
Shadow of the Colossus (2005) - Team Ico
Shovel Knight (2000) - Yacht Club Games
Uncharted 2 (2009) - Naughty Dog
The Legend of Zelda: Breath of the Wild (2017) - Nintendo
Journey (2012) - That Game Company
Limbo (2010) - PlayDead
Skyrim (2011) - Bethesda
Kingdom Hearts 2 (2005) - Square Enix
Pokemon Gold (1999) - Game Freak
Vanquish (2010) - Platinum Games
Inside (2016) - PlayDead
Megaman X (1993) - Capcom
Dead Space 3 (2013) - Visceral Games
Music Sources:
The Glow of the Dark Mountains- Chris Zabriskie
Cylinder 2- Chris Zabriskie
Air Hockey Saloon - Chris Zabriskie
We Always Thought the Future Would be Kind of Fun- Chris Zabriskie
I am a Man who will Fight for your Honor - Chris Zabriskie
Titan Souls: Forest Songs - David Fenn
Research Sources:
Serial Position effect experiment - VCE Psychology - Andrew Scott
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Other Sources:
Smash Bros Switch Reveal Trailer
Passengers Trailer
Fast Five Trailer
Welcome to Daryl Talks Games
Hi! I’m Daryl, and on this channel I explore the intersection between video games, psychology, and real life.
I’ve talked about how Pokemon and the Generation Effect can make you a better student. I’ve made a video on why game developers really should understand functional fixedness. And I’ve interviewed some of the best speedrunners on Earth to find out how exactly they make setting world records look so easy.
Primacy and Recency, subconscious associations, classical conditioning, divergent thinking, amnesia (the disorder not the game), if its psychological concept that relates to games, I’ve probably talked about it before or will in the future. But to be clear, psychology isn’t all I talk about. Every now and then I’ll dabble in a little bit of game design and sometimes I’ll just talk about life and how games really can make it better... and for some people are the best way to relate to the world around us.
So if all that sounds like a good time to you, subscribe to my channel, watch my videos, and if you feel so inclined, show a friend! If you take a look at my videos, I truly hope that you learn something or are entertained and that your day is better after watching!
*All images, graphics, and fonts created or found with postermywall.com, Pexels.com, Videvo.net, and Lightworks v14 editing software.*
#PsychofPlay