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   <dc:title>The weird and the eerie in video games</dc:title>
   <dc:creator>Boces Obis, David</dc:creator>
   <dc:subject>Àrees temàtiques de la UPC::So, imatge i multimèdia::Creació multimèdia::Disseny de videojocs</dc:subject>
   <dc:subject>Video games--Design</dc:subject>
   <dc:subject>Aesthetics</dc:subject>
   <dc:subject>Eerie</dc:subject>
   <dc:subject>Fisher</dc:subject>
   <dc:subject>Freedom</dc:subject>
   <dc:subject>Game Design</dc:subject>
   <dc:subject>Grotesque</dc:subject>
   <dc:subject>Mechanics</dc:subject>
   <dc:subject>Player</dc:subject>
   <dc:subject>Weird</dc:subject>
   <dc:subject>Videojocs--Disseny</dc:subject>
   <dcterms:abstract>Although the weird and the eerie have been a cause of study for other media like&#xd;
books, films and music, the research on the video games has not been as much. Because of&#xd;
that, there is not any methodology ready to follow for the creation of a weird and/or eerie&#xd;
video game such as Outer Wilds, Alan Wake, Superliminal and Control.&#xd;
The goal of this thesis is to create a decalogue that could be followed step by step in&#xd;
order to originate a video game that evokes these fringed feelings. How can we make the&#xd;
player feel weird and eerie sensations through the main video game’s world, rules and&#xd;
mechanics without giving up on their freedom? Can the weird and the eerie be key motivators&#xd;
in indie video games? How do they achieve the other media to transmit those?&#xd;
To find an answer to the previous questions there are some steps and points to cover.&#xd;
First of all, it is necessary to know what the weird and the eerie are, how they affect people,&#xd;
how they react to those…, and learn about the most important frameworks in game design,&#xd;
the different sections a video game can be divided by and the player’s feelings inside games.&#xd;
Moreover, I need to know what actual players feel by means of a survey featuring questions&#xd;
of how weird and eerie elements are being represented in well-known video games. Finally,&#xd;
the analysis of these video games through an analysis template is necessary to learn about&#xd;
how modern video games try to evoke the weird and the eerie. Having all the previous steps&#xd;
covered, I have been able to make a decalogue guiding the interested developers to create a&#xd;
video game focusing on the weird and the eerie.&#xd;
Having all this in mind, my thesis is open to iterations, upgrades and free to use for&#xd;
those interested in the matter, willing to help all developers wanting to create a unique video&#xd;
game having the weird and the eerie as the core of it. Despite having a larger list of indie&#xd;
video games, I ended up reviewing both indie and AA (AAA) productions in order to find&#xd;
some balance and differences between them. Even so, some questions related to this came to&#xd;
my mind while working on it: are weird and eerie video games mostly indie productions? If&#xd;
so, why is that?</dcterms:abstract>
   <dcterms:issued>2024-07-17</dcterms:issued>
   <dc:type>Bachelor thesis</dc:type>
   <dc:rights>https://creativecommons.org/licenses/by-nc-sa/4.0/</dc:rights>
   <dc:rights>Open Access</dc:rights>
   <dc:publisher>Universitat Politècnica de Catalunya</dc:publisher>
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