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Character Driven Game Design

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28<br />

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

is constructed.<br />

In Hulk the gameplay changes to reflect the basic qualities of the<br />

characters: playing Hulk is about controlling a strong and resilient<br />

fighting machine, whereas playing Banner is about problem solving<br />

and avoiding fights. In this case, the game system obviously regulates<br />

play; in addition, the visual presentation of the body and movement of<br />

Hulk afford fighting whereas the body of Bruce Banner does not.<br />

Is the visual presentation of the body irrelevant? The theories of empathy<br />

and motor mimicry propose that the PCs will prompt similar automatic<br />

and involuntarily reactions as with the other persons or characters<br />

when motor actions and affective expressions are perceived. The idea<br />

of the person schema predicts that certain kinds of features promote categorizing<br />

an entity or object as a human agent. In conclusion, I suggest<br />

that the person schema can explain why characters presented in the first<br />

person perspective are considered as characters. I return to the themes<br />

introduced in this chapter in more detail in the articles 1 and 2.

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