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Even though you don't see them
Um, how do you feel about time lapsed gameplay (a la Assassin's Creed) where you don't play the character for absolutely every moment of the game versus non-lapsed gameplay (a la Half-Life or God of War kinda) where you are in control of the character completely from the moment you hit start to the minute the credits roll. That do anything for ya?
really solid rant though, i haven't been disappointed yet by them.
i wish i could maintain my train of thought as long as you
Also, "you know when you blow a guy off?" made me laugh really hard.
On my first play through a game a pretty much always play the good guy, take the good options, it's what I naturally do. But at the end of that game when I had the option to spare Uncle Paulie or kill him and damn myself I felt conflicted. I took a while to make my decision but in the end I felt I had actually had no choice; for what he did to Jenny (that's her name!), the fucker had to die. That combined with the final cutscene I found very emotional.
I may have even cried a little. Like a little bitch.
Long first ever post this.
An example would be, where a protagonist shows thoughts, and speaks for themselves. In this case, you are basically playing a movie. So the importance of connecting would be the same as if it were a movie.
Where as in a game with a silent protagonist, you feel more in place as the character, so these things in turn become more important. That is however not to say that you can't have a developed protagonist, and still care about the events on a more meaningful level.
Also, next time, could you wear a shirt the same colour as the background, so you are just a floating head and arms.
I would like to see you cover something like "Warped realism seeming more realistic."
Probably the only time I really got attached to a game character. and it was a fucking dog. GG myself.
Similarly, I didn't give a crap about Eli Vance, but when he died, I was ;_;, because Alyx was sad. I don't want Alyx to be sad :<
What, because I move my hands a lot?
PrinnyMedic:
I think it's an extension of this unfortunate thing I do where when I'm talking and making a point, I sort of close one eye and cock my head a little bit as if that helps me gather my thoughts better. In reality, it just makes me look like I'm trying to be condescending or something.
Mavek:
I'd actually use that as a pretty solid example of how NOT to develop a character, as much as I've learned to enjoy aspects of MGS3.
Snake and The Boss have this incredibly complex, deep relationship that is only hinted at in the game. We only glimpse it from a distance, and only for like two minutes before The Boss turns and all of a sudden she's our enemy. That feeling of having to fight, and eventually kill a woman who is both mother, lover, and mentor could have been absolutely incredible if we had known her in the exact same way that Snake had. Instead, we sort of have to pretend to care about her just because Snake says she means a lot to him.
I really, really wanted to feel something when I hit the square button in the game's final moments, but it just didn't ring true for me.
I feel the exact same way because the dog was the only family and friend I had throughout the entire adventure after a certain death of someone. Even if you can't share your feelings with this animal, you always know he's gonna follow you through thick and thin.
The biggest problem with games is that they always want the player to feel like a complete badass, but it's difficult to feel empathy for somebody if there is no vulnerability. I was playing Prototype the other day and I just couldn't bring myself to care about the main character, Alex Mercer. Why should I be worried about a guy who can destroy 42nd street with just one bladed arm?
The biggest problem with games is that they always want the player to feel like a complete badass, but it's difficult to feel empathy for somebody if there is no vulnerability. I was playing Prototype the other day and I just couldn't bring myself to care about the main character, Alex Mercer. Why should I be worried about a guy who can destroy 42nd street with just one bladed arm?
I think The Witcher was pretty cool about this since you had prior relationships with people, but you conveniently had amnesia so neither you nor Geralt really cared about them too much aside from them being useful toward your mission. Eventually you start to care about some of them, and then the history you share with those characters starts to mean something.
Granted amnesia is a pretty big cop out, but it got the job done.
I find games with multiple characters you control, let's say Final Fantasy VI for example, a lot of people tend to love certain characters, but usually never all of them. Personally, I find Locke to be boring, some love his antithesis thief role where instead of being the shady thief who will steal your shit while you sleep if he feels like it, he's the upstanding knight hero with a heart full of pure intentions, but I really never cared for him. I like to see developers take the road less traveled, for the sake of originality or at least a change of pace (does the princess always need to be in the last castle?) but sometimes it feels too forced and still doesn't come out right.
In some cases, it seems like less is more, too. But sometimes not! Gau, for example, fuck him. He bugs the shit out of me, never talks sense, never contributes anything other than a unique play style (which, apparently, was rare to find someone who actually utilized him), but from a story point, he is his own unique character. I love his story (mom died, dad went batshit crazy, he was abandoned in the wild and has survived by learning to mimic predators and fight back against them). So while his story is solid, and you are given opportunities where you can empathize more with him (meeting his father), in the end, his gameplay is usually what stops many from caring about him.
But Shadow, however, I think he was my favorite character despite being one of the characters with the least amount of background covered on him. He was a thief, some shit happened, he's now a mercenary ninja with a dog companion who can bite faces off. Square hinted at a lot, and some of it may have been lost in translation through censorship, but we never really know exactly who he is and what happened so long ago. The answers aren't defined in a solid manner as with other characters. We know his name was once Clyde, he once stole a million gil, his heist partner died, and he may be Relm's father, but there is so much mystery enshrouding his past that while we don't know everything about him, it was enough to start super lengthy fan debate on websites that wasn't trumped in quantity until fans got ahold of Final Fantasy VII and were given shitloads of pieces of Cloud's past to piece together.
It definitely is an art to creating empathy with characters in a game. You can't continually expect the player to believe or feel how you want them to, but you can always give them choice. Does the player wait until the last second for Shadow, despite the game urging them along with a time limit to get the fuck out? Does the player spend the time to continually catch healthy fish after healthy fish, despite it being a more arduous task than just feeding Cid any fish to get off the island? Empathy in games really is a lot more 3 dimensional.
In Ico, you meet the girl at the beginning of the game, and you only slowly learn things about her as you escort her around the castle. That mystery about her and her helplessness are important, I think, to how the player feels about her. Even the times when I got frustrated with her, I would feel as though it was a result of her personality and not her AI.
Then SotC has been talked about so much I don't even need to mention all the ways it manages to twist you up inside. But I think the most important thing it does (which relates to the Rant) is it doesn't try to complicate your feelings for the girl. The game presents you with a simple motivation: she's dead, you want her back. It's easy to accept this goal from the start, and then the game just leaves you with that, and attempts to build from other characters and other aspects of the story.
And it's already apparent just from watching the trailer for the Last Guardian that we're going to feel a bond between the boy and the griffin. No two ways about it.
Not sure about Prototype, but generally speaking, when a game makes you feel like a badass it's not you that your supposed to worry about, it's the weaklings you are trying to protect/save or whatever.
As for AC, while it was sort of a virtual thing, I began to care more about what was to become of Desmond, even though most of the game, we play as Altair. After finishing the game (monotonous missions and all), I am looking forward to see what happens to Desmond in the next installment.
But I don't think the solution is to simply force players to assume the roles of random characters. If you want the player to care about a character, allow the player to somehow affect the development of those characters, but allow those characters to affect the development of the main protagonist as well.
Once you finally find Lirium I feel like their is not an emotional disconnect because although he has prior memories that come rushing back to him. You are able to make that emotional connection through realizing the situation as whole (You are completely lonely, you find your supposed only relative and that thing happens).
Haven't watched it yet because I was too busy uploading your silly face.
So I think that for some games what you are saying makes perfect sense, and that for others the player can see the main character as a character, not as themself.
exact time. oh yes. :]
wouldnt've done it if you didnt say no :D
With that specific choice I honestly didn't give a shittle about what happened to the person as a result, but as a result of this it was actually my complete apathy which had the greatest effect against me because Cole really does care about the person and to make him go through what he will because personally was being a selfish dick of a spectator really threw me for a loop. The choice was the easiest thing to make at the time, but if I were to do it again I think I would try to stomach my own disinterest for the sake of the guy risking his life for my own entertainment.