Braid is an indie game designed by Jonathan …show more content…
The first world introduces players to the controls and core mechanics of the game. Here, players first find meanings to their actions through play, and the outcomes that result from this. For example, they can control Tim’s movements, rewind time and kill enemies by jumping on them, all by pressing different buttons. In this sense, the descriptive definition of meaningful play is satisfied; every action has an immediate perceivable outcome that the player can understand. In each level your objective is to use Tim’s time-reversal ability to solve puzzles and collect jigsaw pieces. Once all the jigsaw pieces are collected the player can advance to the final levels. Conflict is created in the game through enemies and puzzles that the player must solve. If an enemy touches the player, the player will die and their only option is to rewind and avoid this happening again. New mechanics are introduced in each world and this creates meaning as players must understand these new rules and differences, utilizing them to achieve previously impossible tasks. Furthermore, the player is struggling against the game in an intellectual battle to solve the puzzles presented to them. Braid makes meaning for the player as it creates a desire to conquer these challenges, rewarding them with gratification when this is accomplished. There are a number of interactive experiences provided for players in the game that …show more content…
The game’s painterly art style reflects the fairy-tale-esque nature of the story, and was likely inspired by impressionist painters. The first few worlds contain serene landscapes and gentle music to convey feelings of exploration and forgiveness as the player can make countless mistakes with no punishment. On the other hand, later in the game much darker and harsher colours are used together with more dramatic or intense music, foreshadowing danger and an underlying feeling of sadness, making the player feel different emotional experiences. The player’s actions also affect the music and sound heard. For example, if the player rewinds the music also does, adding to the player’s immersion. Furthermore, sounds made when performing actions such as pressing a lever allow them to know that they have performed it successfully. Therefore, these elements add descriptive meaning to the game as well as affecting the emotional experience of the player