The Hypothetical Game

You and your platoon just entered a German town. It's in ruins. You find an old man and, using Self Auto-Talk,[1] ask him which direction the Nazis retreated.

[1] "Self Auto-Talk" is my term for when you're playing a character and you hear that character speak.

The Old Man points to some of the bodies of young German soldiers:

 OLD MAN (cynical): They couldn't wait to  die. Your men have been of great assistance. 

Once again, we see that the more Traits we stick in one NPC's speech (here, Wisdom and Bitterness), the more difficult it is to keep the dialogue short. Of course, the positive trade-off is that the NPC with two Traits is more interesting than the NPC with just one, assuming the two Traits make a colorful grouping.

You might have noticed that the Old Man didn't answer the question. That was intentional on my part. In life, people often don't answer questions. You might have to ask him again, or you might have to aim your rifle at him to get him to answer, or he may never answer the question and you might have to ask or threaten another NPC.



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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