When we watch a thriller, and we see Janet Leigh take a shower and the killer waiting outside it creates suspense because we foresee what will happen but we have no means to change the course of events. We are doomed to watch the murder happen and thus can do nothing but feel sorry for the victim. Games are different. In games we CAN do something. The player IS Janet Leigh and the only way she would make the decision to take that shower is if she didn’t knew that there is a killer outside. In games the emotional connection does not happen through emphaty but through responsibility. As soon a the player realizes a decision was made by somebody else in advance, he disconnects emotionally: “Oh, ok, it is is not my fault, it was meant to happen”.
that kweerkid again
your friendly neighborhood black n' kweer kid
-
2012-03-01
Source: gamedesignreviews.com