Protagonists
The player / protag unity
if character = action and action=gameplay, character = gameplay !!!!!
The framework "external actions show what a character wants" is not so easy to use since in many cases, the designer decides of the WANT (and in sandboxes, having an open WANT means playing a god or a pure avatar)
Empathy vs Unity
In linear media, you only need to create EMPATHY; in games, you need UNITY, which is hard to do when your protagonist's characterization goes against your player's.
To still achieve this unity, Jeremy bernstein recommends to focus on three aspects:
Unity | Description | Importance | Toolbox |
---|---|---|---|
Unity of traits | Sharing the same external traits as your protagonist | Anecdotal | Custom character creation tool |
Unity of action | Spontaneously acting like the protagonist would | Variable: you can accept going against your style if you recognize it is the style of the protagonist | Don't make the player take stupid decision just to justify gameplay, even good |
Unity of purpose | Sharing the same purpose as your protagonist | Critical, even if the other unities are not respected, player and protag can be partners (see OneShot) | Focus on what we want and the reason why we care |
Handling emotions
The emotions explored in the game are not necessarily those experienced by the player!
Three manifestations of emotion in an interactive environment
Type | Principle |
---|---|
Simulation | Same emotions explored in the game and experienced by the player |
Representation | The protagonist is inserted in between; the emotional distance allows for an easier handling of negatve emotions. For the same reason, positive emotions need to be inferred from the protagonist's behavior. |
Abstraction | The emotion is expressed as a concept, eg. through player stats |
Those types can be combined as needed.
Communicating emotion
Type | Characteristics |
---|---|
Tell emotions | No interpretation phase. Without context, probably no feeling any emotional response. Compatible with abstraction. |
Show emotions | Heavily reliant on interpretation, mistakes are possible. Player is active, the reaction is natural. |
Do emotions | Context and player's interpretation make the action we perform signifying, it's not just a matter of "press X to be happy". Can be complicated with choice between several options, in the spirit of reflective choices. |
In summary
- Who is feeling?
- What emotions is the player supposed to feel?
- How to communicate those emotions?
- Why is the player supposed to feel those emotions?