quote:Original post by f8k8
Just wondering if anyone''s got ideas for this. In films, the viewer can feel attached to someone who isn''t the main character, say, the main character''s girlfriend. To do this, you still need to see a lot of them in the film.
This isn''t always the case. The girlfriend could be in a position to know or to have something important to the main character which is exposited (shown, said or done) early in the film. This is what used to be called the MacGuffin (the gun shown going into the drawer early in the film is later accessed to shoot the bad guy). In fact, the more hidden and unrevealed the important exposition is, the more anticipation the audience will feel trying to guess when they will see it a second time. So, the condition of seeing them a lot is not the case. People will remember. If you feel they need to see it a lot, either you have assumed a short attention span audience or, what you have chosen to underrepresent the importance of the item or relationship to the viewer in in scene demonstration in character in action.
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The thing is, in games, I don''t think it''s very practical to keep having to go see someone or keep meeting them, so the player will never feel much for them. Any ideas on how you could make the player more attached to NPCs in a game?
It''s a matter of technique. You can use a flashback: Mel Gibson in Braveheart sees his dead wife a few times at key moments in development of plot points or act switches or turnarounds as they are generically called.
The same technique was used just as effectively with the scarf that tied Mel and his dead wife together at her wedding, which Mel finds at her death site, has in his hand as he is tortured near the end, is in the possession of Robert the Bruce as he changes his mind and leads the scots to victory. This is an instance of object of possession representing all the data relative to the person it originates from. You remeber everything about the dead wife when mel handles the cloth, subconsciously or not, and Robert the Bruce remembers everthing Braveheart was as he handles it later.
There are ways. Tricks of the trade you have to watch for in use. I read an article on a sid meier interview some years back where he said something like, ''the really important things in games are the things you miss until the things the designer wanted you to see become less noticable through repetition, and the real design subtleties come out as more revealed." This is why, even as an accomplished writer, I still watch my favorite movies dozens of times, and game designers probably play games dozens of times also, to find things they did not see executed before.
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