Fun Stuff > CLIKC

What about this for marketing?

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Melodic:
You're not supposed to get attached to a first-person character, as this perspective forces the player to act as the protagonist, instead of merely controlling him. Whatever hero you're playing as is simply a shell with which you fill up.

LTK:
I don't know about you, but I was unable to take the evil path in Fallout 3 because of my sense of morality, which is rarely active with me in a video game. I thought that was quite an accomplishment. But yeah, most conventional games don't often have an overly sympathetic character. The Half-Life series is absolutely great, but Gordon Freeman as a person is really a nobody. And even some of the unconventional games, those that do have semi-developed player-protagonists, still don't make you sympathetic for them. Example: Zeno Clash.

SirJuggles:
To be fair, I play the game in question fairly regularly. From my understanding, the nut-shot thing was added in with the April patch as an "April-fool's joke" of sorts. I am praying for the day it gets removed, because it's a terrible gameplay mechanic.

MrBridge:

--- Quote from: Dimmukane on 07 May 2009, 19:19 ---Gordon Freeman?  Are you kidding me?  He's a lifeless shell who doesn't say anything and only exists as a narrative device.  You're supposed to get attached to Alyx Vance and the idea that you are the only person who can change things.  Anyways, the point was that it's extremely rare for shooters to have characters that players get attached to.  You can probably count them on one hand. 

--- End quote ---

Yet there are a plethora of interpretations and fan-based creations out there, such as Freeman's Mind.  So while your statement is somewhat true, the fact that Freeman is 'just a shell' engenders more attachment.

Melodic:
Freeman is a powerful character not because of his actions but because his actions are a projection of the player; when this dynamic is altered or removed (forced actions that the player isn't responsible for or doesn't agree with), the player loses this tangible relationship with the character and becomes more obviously static as a developing persona.

Video games in particular have an easier time with making characters the viewer can relate to simply because, by the very nature of the media, the viewer is responsible for a large part of what occurs. Movies and books do not have this luxury, and so must create dynamic characters that can connect with the viewer emotionally without this crux.

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