Aesthetic Heritage

Where the choices in each of the 4 A's come from. The lineage.

Practice - what you do

What Aesthetic Heritage Is

Every choice in a videogame comes from somewhere. A jump arc, a color palette, a camera angle, a musical sting, a pacing structure. None of these are invented from nothing.

Aesthetic Heritage is the term for tracing where these choices come from. What the videogame inherits, quotes, or transforms from:

  • Other videogames
  • Cinema
  • Music
  • Visual art
  • Theatre
  • Dance
  • Literature
  • Architecture
  • Any other medium or tradition

Why "Aesthetic" Heritage

Videogames are an aesthetic medium. All four A's (Action, Art, Arc, Atmosphere) are aesthetic choices with lineages.

This is not limited to visuals. A jump mechanic has an aesthetic heritage. A difficulty curve has an aesthetic heritage. A control scheme has an aesthetic heritage. "Aesthetic" here means the full craft of the medium, not just the visual.

Inheritance, Quotation, Transformation

Videogames relate to their heritage in three main ways:

Inheritance

Using a solution because it works. The double-jump exists in your platformer because double-jumps have proven useful in platformers. You inherit the convention.

Quotation

Deliberately referencing a source. The camera work in your horror videogame quotes the camera work in a specific horror film. Players who recognize the reference experience an additional layer of meaning.

Transformation

Taking something and making it new. The bonfire in Dark Souls transforms the checkpoint into something with narrative weight. The heritage is visible, but the result is distinctly its own.

Exercise

Pick one element from a videogame you know (a jump, a camera angle, a musical cue, a UI choice). Trace its heritage:

  • Where have you seen this before? In other videogames? In film? In music?
  • Is this inheritance (convention), quotation (reference), or transformation (something new)?
  • What does knowing the heritage add to your understanding?

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