tmp7704 wrote...
Since you aren't the character, if that's supposed to be the reason to try to make the game immersive, that reason is essentially based on false premise.
You are the character, all other role playing pretentions aside. The in game character has no true personality, no capacity for emotion without you the player. So if you the player cannot bring real emotions to the game, it has failed.
No. Consider a case where the player is afflicted with arachnophobia, but their character isn't supposed to be. How is it then "all the better" if the player is getting seizures at the thought of facing a giant spider, while their character in this situation would be cool as cucumber and acting rationally?
Ahh, so now you want the real world player who suffers from arachnaphobia, to play a character who isn't. And then for the actual player to put aside this real fear of theirs when spiders appear onscreen ?
Very good. Role Playing games as psychotherapy.
See, System Shock 2 had a mod for this eventually, called the No Spiders mod. It removed them from the game so peoples real arachnaphobia would not be triggered (plus the spiders were damn brutes to handle anyway). That's the way you deal with that.
Anyway. I would also point out your spider/arachnophobia example here is flawed. The point under discusion was that games that try to evoke emotional responses in the player have failed.
Whereas I would argue that putting spiders into the game is no more a deliberate attempt to evoke an emotional response than is putting most other creatures. It's simply a side effect that some players may react negatively. If you want to still hold to that point then you have to use the same reasoning for all other aspects of game design that evoke such 'unintended' reactions and role play those out too.
Example, quite a few players had a negative emotional response to the design of Kirkwall. Why not 'role play' that out of the equation. Ie, in game, Hawke would not have such a response, since to Hawke, it's a real place, not an exercise in cost cutting on behalf of the game designers...and so on.
How is it biased? The simulation you mention as alternative is after all also entirely cool, rational and unemotional. So you trust such simulation to remain unbiased, but the player operating under the same conditions is supposed to have bias? Explain.
Which alternative simulation are you referring to here ? But, it's biased because you are making assumptions about how fear might affect a character from a detached perspective, based on you the players own subjective evaluations and emotional responses to the game. Which is not the same as actually experiencing fear and reacting accordingly.
Ie, you the player are still both being influenced by the game and responding to that in the way you think fit. The player is in the equation.
An here's another example. If, as the narrative develops the writers want to put your character in a scene that evokes emotional response (The death of Hawkes mother for example) the best way for that to work, to have some real impact is to evoke a sense of loss in the player as well. (and it was one of the complaints of DA2 that for some at that particular point in the game, it failed to do this)
Prentending to feel loss on behalf of the character you are role playing takes all the weight out of scenes like those.
Modifié par Theagg, 08 décembre 2011 - 04:45 .