Chapter 2.27. Emotioneering Techniques Category #27: "True-to-Life" Techniques
A realistic talk about
Adding a sense
of realism to the NPCs' emotional actions and
Certainly, in the past, one of the primary ways of making a game immersive has been to make it look, sound, and feel realistic.
This effort has prompted successive innovations in creating software that emulates the refraction of light, the textures of
The bottom line: Realism creates emotional immersion.
In
Star Trek Voyager: Elite Force
, you go on a variety of dangerous missions as part of a small squad. There are a few places in the game where you can overhear some of the other team
In one of these situations, you hear a character named Chell
The moral of the story is that having NPCs undergo appropriate emotions can make the game much more realistic. This means, for instance, having an NPC express such things as:
Remember, however, that when a character expresses fear, sorrow, or some other powerful emotion, quite often the way it's best
The same emotion can often be expressed much more powerfully by such techniques as:
Remember that your NPCs should have different Character Diamonds and, thus, would show fear in very different ways. (For more on making NPCs sound unique, see Chapters 2.1 through 2.4.) |
Final Thoughts
When
Once you decide on the emotional response you want, then you've got to find an artful way to communicate it. |
Chapter 2.28. Emotioneering Techniques Category #28: Cross-Demographic TechniquesWhat teens and adults have in common: Hopefully, your game. This chapter
focuses on techniques to make
At one of the game conventions I attended, a talk on how to make a hit game really caught my attention.
The speaker was the president of one of the most successful game development
The company head's postmortem was that his game needed more violence. He pointed out that
Grand Theft Auto III
, which had debuted four months earlier to massive
I thought there was one thing right with his analysis, and three things wrong. The right item is that, as this book is being written, platformers are indeed not performing well. Whether this will change in the future is hard to predict. But I also had a couple problems with his analysis:
Yes, there are trends, and it's great when you can ride one. But these magic pills rarely work. It turns out that films also need (what do you know) good writing. [1] This lesson applies to games as well, in that a search for a single formula to make a great game won't work.
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