Joined: Tue Feb 13, 2007 10:56 pm Posts: 85 Location: UK
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Heavy Rain is full of great techniques for getting a player to bond with characters in games and not have it happen because of the "cool factor". To get a player to bond with a character is not about telling a player a characters backstory, its giving a player the ability to experience and play through the defining moment(s) before kicking the character and games story off. watching a cutscene and hoping that a player emperthises is a technique that doesnt lend itself properly to interactive media (and on a cost point a level showing it can be cheaper than a cutscene). Tightly controlling the players first experience with a character (and the game itself) becomes a key for setting the tone of the game and the player/character bond.
a few techniques used in heavy rain without spoilers and keeping it generic (damn lack of spolier tags)
- Showing a characters bond with loved ones - Showing a sence of loss or suffering - Showing a characters vunerability and fears
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