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Original post by adventuredesign
I firmly believe we are going to have to program more and more tightly constructed contexts of emotional response and action/reaction into our NPC's and objects and other entities if our players are going to do in games what is another part of good fun, playing a supporting role and watching a scenario succeed because you helped, but were not the most important character in scene.
We all know how to be a good supporter, and, that can make for some interesting gameplay possibilities, freeing up designers from having to make UberOmnipotentChallengeDesign every step of every level, exhausing the player through overuse of only one set of emotional response, fight or flight. MMORPG's make fight or flight a gangfight, and don't do much except temper the emotional fear and replace it with cameraderie communitizing.
This is an interesting idea that hasn't really been tackled before. Fight or flight are definately about the only emotional responses players have to make in most games (in fact, in most cases it's just fight, as flight is not an option.) Furthermore, the emotional impact of even that simple choice (fear and overcoming it) is often killed by quicksave.
The main problem with breaking this mold, is that with limited coding resources, you can only make so many methods of gameplay sophisticated enough to be enjoyable. I assume that making one fully fleshed out "fight or flight" gameplay structure (such as in Ninja Gaiden) to stretch through the entire game is about the limit of what current development resources can do.
Opinion?
Will: Haha, keep playing bro. =) You have absolutely no idea how attached to that little girl you are until you hit the last 45 minutes of the game. Whatever you do, make sure you finish it. I'd like to hear what you think of the ending.