flemm wrote...
The player is encouraged to identify with the lead character, so, creating a situation where that character gets dumped or rejected a lot isn't really going to lead to successful game design. This is a big difference from a movie or tv series, where the viewer isn't self-inserting to the same degree. You might be upset on behalf of character X if character Y rejects him/her, but you're not likely to feel personally rejected.
And then you have the whole "it's your story" consideration. If the player is automatically rejected or dissed or whatever, then that makes the player feel powerless, when the whole point is to make the player feel influential and powerful. You could offer the player the choice to be rejected, I guess, for story-telling purposes, but how popular would that be?
The attempted romance with Samara in ME2 was essentially a rejection, but it was well written. Rejection or failure shouldn't be a constant companion in-game but I want there to be some place where Shepard can't succeed.
Take Dragon Age 2 for instance, Hawke is able to flee the destruction of his home, and eventually becomes Champion of Kirkwall. However for each success Hawke has there's always a sacrifice (losing a sibiling, his mother, etc.). Even at the end of the game Hawke realizes that he could have stopped the events that happened in the end of the game.
Meanwhile Shepard can somehow bludgeon through a Suicide Mission without losing any member of his squad because the game treats him like he's the bloddy Space Messiah. While playing the hero is fun I'd rather have the oppertunity to fail every now and then, I want an unwinnable scenario that shows us that Shepard is fallable and not some action hero from an 80's movie.





Retour en haut





