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Garrett
![](images/avatars/garrett.jpg)
Joined: 13 Jul 2001
Posts: 74
Location: Munich, Germany |
RPGDot Feature: Moody Games |
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This week Ekim discusses the effects games have on us and our mood in his latest Editorial <a href="http://www.rpgdot.com/index.php?hsaction=10053&ID=681">Moody Games</a>:<blockquote><em>But what about mood? Moods are a little more abstract, but that doesn't make them less part of a game. I remember one night going to bed with a big frown on my face. When my wife, puzzled, asked me what was wrong, I started rambling about a Midgard gank group who cut me and my group mates off on our way to Emain. My wife gave me a strange look, and it made me realize how much a game can affect my mood.</em></blockquote> |
Sat Aug 02, 2003 5:33 am |
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Remus
Overgrown Cat
![Overgrown Cat Overgrown Cat](images/avatars/remus2.html)
Joined: 03 Jul 2002
Posts: 1657
Location: Fish bowl |
IMO, there are few ways video game can bring out player emotional feelings.
First - good storyline or twist and turn that well capable of evoking emotional responses: death, love, betrayal, or such.
Second - Good characterisation of in-game characters, either NPCs or your own character. The characterisations should able to "draw you in," to get you involve, to get immersed, make you empathize with them.
Third - graphical capabilities, like near photorealistic experience to enhances the immersive-ness, the real-ness, especially the realistic eye and facial expression of NPCs to the convey their inner feelings. Half Life 2 in some degree already capable of this, and hopefully the still in development Vampire: Bloodlines (Troika), which also use the HL2 engine will incorporate this feature.
Fourth: Very believable A.I - imaging your staunh adventuring companion come running and ask "Are you alright" when you seriously injured in battle. |
Sat Aug 02, 2003 5:36 am |
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