Tuesday 25 March 2014

Breaking Character


Games are often sold on experiences. How often have you heard a developer say they want the player to feel what its like to be a master assassin or a superhero, to sail the seas or drive a race car. Cutscenes and narrative are what cause the most dissonance between players and characters. They act and react in a way the player might not. But when it comes to games with a strong narrative focus should we be placing so much emphasis on the player? How does it affect a story when the player’s experience is more important than the lead character?