JonB wrote:Well, there's empathy with your own character in some cases (the feeling of fear when you step into unexplored territory in a horror game - it's not fear for your own safety, is it?)
JonB wrote:Mass Effect has come up with some excellent moral dilemmas, and especially in the 3rd game, after you've spent a lot of time getting to know some characters and their detailed backgrounds, it can influence your decision. It's also probably good that these decisions aren't necessarily right or wrong in game terms, because of course you'd be tempted to go for the reward if that were the case. Anyway, I think it shows that if NPCs are well drawn enough they can make you give a shit.
Mouldywarp wrote:@Tempy I agree with what you're saying but have to wonder if decent characterization can be achieved outside of cut-scenes. Whereas I'm not fundamentally opposed to narrative in games I would argue that anything of emotional interested generated by it has been created by a story attached to a game rather than by the game itself. What's interesting about Ico is that the emotional pull is generated by actually playing the game, whereas the cut-scenes give you the small amount of context required to fill in the blanks yourself.
Yeah, I think that's always part of it with games, but it's getting more difficult to draw a line between narrative (or perhaps just atmosphere) and game - I think one feeds into the other quite often. So in Dark Souls the sense of a believable dark foreboding place increases the tension beyond what you would get given the same mechanics of risk and loss in a more abstract game that looked like Pacman or something. And then on the other hand the gameness of it - that you're personally risking some form of progress - feeds back into your sense of immersion and being in that location. So, the fact that it is a game, and not some non-interactive scene, actually makes it potentially more 'emotional', at least in terms of something like fear.Shinji wrote:This is an interesting one. I often think with some games the fear that you're talking about is simply losing the progress and time you've put in. Dark Souls taps into a very similar feeling as the best survival horror games. When playing DS I didn't care about my character as such, I did care for the 15,000 souls I was putting at risk.JonB wrote:Well, there's empathy with your own character in some cases (the feeling of fear when you step into unexplored territory in a horror game - it's not fear for your own safety, is it?)
Mouldywarp wrote:@Tempy I agree with what you're saying but have to wonder if decent characterization can be achieved outside of cut-scenes.
dynamiteReady wrote:Yes it can. We ascribe a very strong identity to Gordon Freeman, even though he never speaks, and we only ever see him on the box art. It's all done entirely in game too.Mouldywarp wrote:@Tempy I agree with what you're saying but have to wonder if decent characterization can be achieved outside of cut-scenes.
g.man wrote:...however, my Gordon Freeman is probably very different to your Gordon Freeman. regards g.manYes it can. We ascribe a very strong identity to Gordon Freeman, even though he never speaks, and we only ever see him on the box art. It's all done entirely in game too.@Tempy I agree with what you're saying but have to wonder if decent characterization can be achieved outside of cut-scenes.
Brooks wrote:In very basic sense - being able to die and re-do fundamentally corrupts the sense of an actor's preciousness, for instance. And there's only so many ways you can write a scenario that accommodates that rule.
Brooks wrote:Have decided the most reliable way to do humour in games is to play materially odd content very straight. That shouldn't preclude efficiency though, so MGS can get tae.
Brooks wrote:Cerebus is a remarkably apposite shout, actually. Maybe go easy on rampant misogyny, but otherwise. (Though technically, the series total is hardly a romp.)
Also I think if the 'war' bit is made subordinate to the 'explore' bit you're always onto more of a winner, at least for solo modes. Metroid has really done a number on my priorities over the ages.
davyK wrote:a rhythm action shmup that did more than Rez did would be highly compulsive to me...
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