Person 1 Talks Warmly About Person 2 in Person 2 s Absence

Person #1 Talks Warmly About Person #2 in Person #2's Absence

In our noir detective game, we never got very far into the noir portion. Let's rectify that here.

You meet up with your client, Sister #1, in a smoky, dimly lit bar. A pianist in the corner threads the air with nostalgic standards that fit the night like a warm hand fits an old leather glove.

She's paying close attention to you and makes a flattering remark. You think her heart, or at least the steamy pulse of her sexuality, is turning in your direction when she pauses, and then comments that this was the bar Kyle (her missing husband, who she has hired you find) liked the most.

Written out, the cinematic might look something like this. Remember, your character is a noir-style detective.

 You walk into the bar. She sits there, a drink in front of her. She observes you as  you approach. SISTER #1: You're the best thing I've seen  all day. PLAYER: I'm flattered -- but only if you've had a great day. SISTER #1: A great day? What's that? (Pause) Kyle loved this place. 

Because it's a game, my guess is that it's just about now that some mobster who wants either you or she dead will appear, and the next thing you know everyone's guns are pumping lead, the bar is reduced to shambles, and those patrons who don't get hit are screaming and fleeing in panic.[1]

[1] There's really nothing so fun as shooting up a fancy bar, although the police, as they took me to the station, failed to see my point.

The bottom line: Simply by talking about Kyle, the woman shows she has Chemistry with him.



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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