GameblurgKids Talking About the Future
Stories are simple on the surface, and one-dimensional in it’s main plot. You embrace a role, in a chaperoning attempt to achieve principal achievements while playing a videogame. (Keep in mind kids, we’re talking about story driven games.) If the majority of our stories are so easy to dismantle and observe on the surface, how do gamers become so engrossed in the story lines? A main component of captivating an audience lies in the roster’s ability to attract such attention. Granted, there are many intricate pieces in creating a title that withdraws emotional reactions from its participants, but a major contribution to the realization of this elaborate goal lies in the casts’ ability to cultivate interest.
Obviously, the facts that I have laid out are not new news. However, they are components of a videogame that creators thoroughly understand the process of developing a base of characters. The problem lies within the execution of the goal. Generating characters is an important portion of a game’s creation process, because this is where the audience primarily connects with the universe that you want them to temporarily adopt. And the fact that this under-utilized tool that delivers an appetite for exploration into a videogame is barely along the brink of maturation makes me wonder about the future.
It is fortunate that there are some videogames which encapsulate captivating rosters, but we only receive this experience every other quarter. It’s daunting that we still live in an age where our industry developer’s can’t retract from the safety net that creating the strong, silent protagonist provides. No doubt, this is an antiquated gripe at an old subject, but that subject is still a scary matter at hand. I don’t know how excited I’m going to feel if in 2015, our wheels continue to frantically screech in the hypothetical mud-hole that our industry’s creative prowess resides today. As a community, an organization and collective body of people who generally care, we are capable of doing more, on a wider accord, and a greater level. Understandably, this industry and this medium is relatively young, and pales in comparison to the media fields before it, but their concerns, (as are ours) are handled when it becomes visible to the public.
Faith is there, and fortified by gems like Grand Theft Auto 4, but this emphasis on well-written casts needs to begin to spread. During dialog, conduction of body language, and facial expression, and other various methods of emotional manifestation, it is possible introduce an attractive amount of depth to your characters. The human being playing your game isn’t a one-dimensional creature, why should the avatar representing his experience degenerate into such?
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