Fewer Words Usually Invites the Player to Identify with the Character

As we saw in Chapter 2.4, "Dialogue Deepening Techniques," a lot of meaning and emotion can take place beneath the surface of few words. Using fewer words can also create a sense of mystery.

If we hear the character we're playing talking, it's helpful if the character isn't overly talkative. A less talkative character allows us to project ourselves into the character.

A character who hints at what he or she is feeling, instead of spelling it out, also allows us to project ourselves into the character. It forces us to fill in the pieces, and thus draws us in.

Also, if we hear the words of the character we're playing and the words are slightly mysterious, we are similarly pulled in as we fill in the pieces.

In the game Final Fantasy X, we're supposed identify with Titus, the teenage hero, who leads a group of comrades on a fantastic journey. Most players identify most strongly, however, with his elder protector, Auron, because he's the one who speaks few words and has an air of mystery.



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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