Going back to the example from the last chapter, again take the role of a gunslinger in the post-Apocalyptic world.
In the game, a guy named Kovar sells you weapons. Your feelings about him are complex because:
It's likely that you'll have Layer Cakes toward him a variety of layers of feeling. If you're a guy, you might simultaneously:
Remember, you may feel these different emotions sequentially (feeling different emotions at different points in the game), or, at any given moment when you're with him, you might feel several of them at the same time.
The reason to do this in a game is to emulate life itself. This book is about creating complex states of emotional immersion in a game, and Player Toward NPC Relationship Deepening is a useful type of Emotioneering.