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Character Driven Game Design

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26<br />

<strong>Character</strong>-<strong>Driven</strong> <strong>Game</strong> <strong>Design</strong><br />

Figure 2.2: Bruce<br />

Banner (A–C)<br />

and Hulk (D–F)<br />

in Hulk (Radical<br />

Entertainment Inc.,<br />

2003).<br />

but we had a system crash twenty minutes ago and I am<br />

still trying to find my files. Just one of those days, I guess.<br />

They were having some problems in a test chamber too,<br />

but I think that is all straightened out. They told to make<br />

sure that you are headed down there as soon as you get in<br />

your hazard suit.<br />

The personnel of the facility react to the PC, as they know him and comment<br />

on him being late.<br />

After the player has dressed the PC in a protective suit and guided<br />

him down to meet his colleagues they discuss about the experiment that<br />

Freeman is set to conduct (Figure 2.1 F). Once this discussion ends, one<br />

of the scientists opens a door to a test chamber and the player can guide<br />

the PC there and start the experiment. The colleagues give instructions<br />

to Freeman on how to conduct the test and make comments.<br />

The above descriptions demonstrate how the game correlates the<br />

goals of Gordon Freeman and the player. The game proposes here that<br />

the intentional agent is not the player, but Gordon Freeman.<br />

While the player can avoid discussing with the NPCs, it is hard to<br />

evade all information the game offers about Gordon Freeman. As seen,<br />

the game, nevertheless, feeds some information about the PC to the<br />

player. In addition to the name, education and profession, the NPCs reactions<br />

and comments give the impression that the PC has been working<br />

in the facility for some time and that the other characters know<br />

him. These one-sided communications from the NPCs are directed to a<br />

person, Gordon Freeman.

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