Reflections on sympathy in games.

One thing that has always fascinated me in videogames is how developers can make players feel sympathy for in-game characters. Most of the time, they build this bond by giving the character significant in-game utility as a partner; think the dog in Fable. But this is insufficient, as it only really gives the player a mercenary use for the character. The connection is meaningful in the system, but not beyond. To which developers respond by giving the character character. And we all know how that goes...(usually)

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