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Re: Too Much reality?



>Hmmm. I think it's in my list of life long wishes somewhere to be the victim
>of a frivolous law suit where the plaintiff will claim damages for emotional
>distress caused by my product. Unfortunately  in this litigious world that
>is more likely a function of having deep pockets than having a very good
>product....

One of the stupid ideas that I had a long time ago was a game called
"Tabernacle". I had just gotten done reading some religious material left
in a doctor's office about how Dungeons and Dragons was so bad, and how it
caused your kids to become raving lunatics, ad infintum. I wanted to create
a game where I convinced the players that it was so real that they actually
believed it. If there character ever died, well, then they would die too.
Was a great idea, but it never got off the ground.

>The hope is of course to "suspend disbelief" in the game to the point where
>the user will cringe at dealing with spiders in the enviorment if that is
>one of thier fears. While perhaps not thinking they "are" the lead
>protagonist, I think it is ultra important to identify with a character(s)
>to get an emotional "buy in". I completely agree with Dan that the camera
>should be 3rd person point of view but I am very curious what you all think
>the player/user's perspective should be through the story. Do we follow one
>character? or many?

I tend to go with the One Player ideal - it's hard enough dealing with
ourselves - if we want to make the world as real as possible, then we would
only have enough ability to comprehend (truly) one characters' plight. This
doesn't stop, on the other hand, from having multiple characters to play -
causing a player who doesn't relate to a character multiple chances to
getting into it...

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