![]() I'm sure anyone that didn't hate Bastilla felt something when she fell to the Dark side and became an antagonist. Done right, the player should feel the impact of their own choices, not just be 'forced' to feel something for a character for what was going to happen regardless.Ĭompanion/friendship bonds can be made emotionally impactful, without a doubt. Some game use the cheap tactic of killing people in intros or cutscenes very badly. Though I should note that there is a line between emotional engagement of the player and emotional manipulation. Dragon Age 2 was disliked by the community for many reasons (I didn't like it much either), but making decisions that impacted on Hawke's family members was very memorable (I'm sure a lot of players weren't happy with what happened with Hawke's mother).įamilial bonds like the father-daughter bond in The Last of Us, were emotionally impactful, both with Ellie and with Sarah. Romantic bonds aren't the only emotional engagement that enhances the gaming experience. But on the other hand, humans fighting life or death beside one another against great odds (trust, gratitude, lust, etc), romance of certain kinds wouldn't be abnormal. I don't think they are essential if there is enough weight to the participation of NPCs to the story. Romances I think are one way to have ongoing emotional engagement with the plot-line. TL DR so far, the setting was fantastic and the game logically stimulating on many levels, but I never felt very emotionally engaged. The few examples that come to mind are of the variety 'Wow, is there really no way to save this person?' or 'Can't I kill this guy already?'. I rarely felt emotionally engaged with what was happening or who I was interacting with. Now all of that is fine, and the setting was interesting enough to keep me going for sure, but everything on that list is engaging my logic. Optimising Favour/Wrath, Loyalty/Fear with Factions and Companions Reading Lore (in conversations and other avenues) Optimising Player and NPC statistics, spells, equipment (more time than you would think) Tactical real-time (with pause-able) Combat So for most of my time playing the game I was largely doing: What I'd like to do here is just make a few observations about logic, emotion, romance and engagemnt, concerning Tyranny in the view of having completed the game. It was a fantastic setting that I could talk about all day, but won't do that here due to potential spoilers. It was definitely a breath of fresh air away from the more 'Light Path / Dark Path' games we often find in the CRPG genre these days. Are they Companions? Boat Helpers? or."Btw, do you use the word in place of the ?" in the end, it's some kind of unsatisfying long distance relationship she's passionate and enthusiastic which is nice) but something in her character wasn't enough. she's a bit over religious yeah, yeah, she's a priestess, and there are living gods, but still: use your calm and common sense Xoti's romance is not really appealing either. and in the end, it looked like you are just two occasional f*** buddies Maia almost puts it like: dance around Ishiza and I'm yours I've tried a romance with Maia, but it does not feel satisfying, because. What's your Favorite Romance character?In Deadfire? Hmm, the answer is closer to: none of the options spark me.
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