My Form of Escapism in Technical Game Design
After several months of the release of Clair Obscur: Expedition 33, I watched a lot of video analysis on this game. Before watching such videos, the word escapism was not so close to me. But in this game, escapism is one of the main themes, like the theme of death and family, or rather, who can be called a family.
I think that if a person turns his job into escapism, then it will be something more than a dream job, and that's probably what I'm aiming for. I didn't even think that I was making the first part of my game Forestless with an escapism theme, because the game designer and I liked the idea of sleep, because it has great potential for fantasy games. Fantasy is my favorite genre. That's why we settled on this topic, but I didn't think that the topic of escapism would suit me so much that I would want to develop this topic even more in the second part of Forestless.
I liked the theme of escapism because it reflects current generational issues, such as the fact that zoomers have no future. But I'm a zoomer. And this is also well shown in the game Clair Obscur: Expedition 33 in the form of Maelle, who did not see a place for herself in this world.
In general, after watching a lot of video analysis on this game and the topic of escapism, I thought that for me, escapism would be better if thinking through game worlds and their key game mechanics. It's better than some bad habit.