I ordered a vinyl of Laufey’s Typical of Me EP. That EP had a small Polaroid of Laufey on its cover, and when you took the disc out of the cover, there were a few trinkets that also slipped out. I didn’t notice them until they slipped to the floor, as they were small conspiratorial things. They felt like secrets. They were a few small Polaroids of Laufey. They’re the sort of pictures you would slip to your friends, leave on your bedside table, or that you may slip to a crush if you felt daring.
The presentation of the EP in its visuals and trinkets made it feel like the EP was a mixtape given to me in secret. And the music painted with Laufey’s voice felt just as forgotten and intimate as those Polaroids.
The presentation and packaging eased me into my listening experience before the needle touched the record. I felt the intention of the record upon picking it up and opening it. It was, and still is wonderful.
Judging Books By Covers
Even though we are told that we shouldn’t, we often judge books by their covers. If a cover is chosen right for a book, you can often accurately figure out the type of story that is contained within its covers, and whether you will enjoy it. There are many fantasy novels that are thick with words, that have a certain, near-realistic art style with characters portrayed in fantastic locations. There are many horror and suspense novels that choose not to feature people on their covers, and opt for simpler designs. There are many children’s books that feature colorful covers with soft lines.
We are taught through our own cultures which color combinations and musical harmonic choices should mean. Different cultures have different colors when mourning, and music around the world has different opinions on microtones as they also have differing musical scales and systems. Knowing these things, it’s important to recognize who your audience is, what you’re trying to communicate, and the best ways you can communicate that.
Look at your word choice, your colors, your art style! Many games that I love wonderfully express flavor and the vibes of their games within their word choice, art, and presentation.
Gubat Banwa intentionally opts for language that evokes a ferocious battles that are announced through the rhythm of war drums: you Fulminate for your turn, and your action economy uses Beats. The world is dramatic–you are rewarded for your efforts with Thunderbolt Tokens!
The visuals of Wanderhome are wonderfully colorful, soft, and that have equally evocative language choices. The playbooks of the locations evoke a pastoral landscape of comfort. Crops As Far As The Eye Can See. Striders Darting Across The Surface. A Friendly Caravan.
Dread, while leaning into its wonderful system of stress and tension, aptly names the centerpiece of its stories: the Tower. It is an ominous name associated with a tarot card of similar significance. And Dread does not need more than the Tower and ominous drawings to inspire the stories it equips you to tell. Dread does not need frills for all of its frights, and it shines all the more for only embellishing what it needs to.
There are so many things you can do while designing a work in word choice and visual presentation, and through diligence in your design, staging, and presentation, you can help nestle your audience into the places you want to take them. I hope that I can craft similar experiences, and I wish you luck in the same, reader!
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