What s Good and What s Evil Is Not Black and White

What's Good and What's Evil Is Not Black and White

The beast used to live here first, long before the nymphs moved in. They invaded his land, and ate the same food he depends on. (They were forced out of their own lands by the encroachment of humans.) By diminishing his food supply, the nymphs had endangered the beast's survival, although unintentionally. Thus, who is good here and who is evil is a bit muddied.



Other Techniques at Work in This Scenario (An Example of Technique Stacking)

Beside the two Emotionally Complex Moment Techniques noted previously in this scenario, there are added Emotioneering techniques at work as well:

  • The nymph in the cage is distraught because of what happened to her friend. Her pain makes us identify with her; it creates NPC Rooting Interest (see Chapter 2.10).

  • She's also in grave danger herself. This creates further NPC Rooting Interest.

  • It's because of these and other Rooting Interest techniques that you care about the nymphs. Taking responsibility for them also makes you care more about the world of the game. Thus, it's a World Induction Technique (see Chapter 2.18).

  • Taking responsibility for others in a game, just as in real life, gives us depth. Thus it's also is a First-Person Deepening Technique (see Chapter 2.21).

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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