You Are Forced to Do Potential Evil

For this example, first take a look at the color illustration on page 2.

In this game example, you're the leader of a rebel force, fighting against a tyrannical, planetary government. Your forces have been decimated. Your only hope for survival is to resurrect an ancient and banned practice using a disturbing mixture of sorcery and mechanics to build and bring to life a monster that can save you and your band of rebels.

However, there's no predicting the monster's actions. You know the creature will also be capable of great harm, yet you have no choice. The creature is your only chance for survival, and the only chance for the survival of your fellow rebels.

Yes, as the game progresses, the monster will save you. But later it will establish its own agenda just as such monsters did in a previous era, which is why they were banned. When the monster turns on some innocents, to protect them you'll be forced to fight it. This new foe, which you have created, is much worse than the enemies you built it to destroy.

Even as you were building the mechanical beast, you knew this was likely to happen. That's why creating it was an Emotionally Complex Situation.

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Creating Emotion in Games. The Craft and Art of Emotioneering
Creating Emotion in Games: The Craft and Art of Emotioneering
ISBN: 1592730078
EAN: 2147483647
Year: 2003
Pages: 394

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