Comfortable Management Games Remind Us How to Care

Naa ra ko sa a dark room in front of my screen. The game loads. The pure, red, orange and pink colors washed over me, calling to me. Start the Game. Yes, please. Take me to my friends, the one I’ve been missing all day in front of the gray and blue at my work terminal. They make me happy with smiles, waves, hugs.

I stopped the game. Call to tell my child that I love them. Texting a friend. Tell him I miss him. I wish he was better. I love him. I would go back to the game and spend hours interspersing the game with interaction. Even daring to jump on Reddit, look at boats, setups, towns, stockpiles of strangers, their new hats. I commented. I upvoted. I share and participate in a good community.

Comfortable management games are more than fun, more than an escape. They can be lifeboats in difficult times like a pandemic, like hundreds of days of protests, in uprisings, in divisions, in the death toll of death, in unpacked trauma that will go on for years. As far as the game mechanic, they gave us a break from the violence, from the fight. They allow us to put our arms back in the imaginary mix of our friends, the people we have let go of a lifetime, the people we have neglected a lifetime, and others we have missed, longed for, and we want to hold on one more time.

All while setting friendly reminders to eat, drink, sleep, and give yourself a treat just because of. Writer and comfortable game management fan Nia Simone McLeod has found that these games can be just the thing she needs to find her place in the world as well. “Comfortable management games come to me calmly. Any anxiety I had felt all day was gone. ”He says this very well to the mechanics in charge of these games:“ I focus on the simple task that the game puts in front of me, whether it’s collecting shells, farming, or talking to my neighbors. “

“Mechanics have meaning, value, and tone,” says Whitney “Strix” Beltrán, director of narrative at Hidden Path Entertainment. In addition to being a director for the upcoming Dungeons and Dragons – Hidden Path -inspired game, Strix has always highlighted what it takes to create a game that connects the player, bringing feelings that last beyond the game and are relevant. the player’s touch that the game and the playthrough will stay with them even after they are finished. “What feelings do I want the player to have at the end of the game? How long will it take? How do I want them to move or possibly change from the experience? I put a lot of effort into clarifying what is. the look of it, shaping it into a vision. It’s important to understand your pan-gameplay mechanics in combination. It’s good to have a synergistic energy where the mechanics and narrative amplify each other. “

raising that’s the key ingredient that allows a game to be more of a player than a simple escape. This allows games to get into a player’s head, slowly changing it and how they view the world and themselves within it. McLeod has a similar feeling: “Little things, like catching a unique fish or completing a neighbor’s task, give me a lot of joy. When I play, I’m reminded that I have to do the same thing for the rest of my life: celebrate every win. ”

For me, the game that made me feel all the same feelings last year and now has become Guardian of the Spirit from Lotus Games. Sent as a comfortable management game about death, I went into it preparing to damage my heart and feelings. What I didn’t expect was how it changed how I saw the world, talked to my friends and family, and reflected on myself. I reached out to the creative director of the game, Nicolas Guérin, and the art director Jo Gauthier. Separately and together, we discuss games that are comfortable to manage, how they are designed, and its impact on the player.

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