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Stargate Worlds: Stargate Worlds Dev Diary #4 -RPG Vault

| 7 Feb 2008 22:30

RPG Vault published the 4th Developer Diary installment by the Stargate Worlds' Creative Director Chris Klug who touched upon player decisions within games, and included 3 exclusive concepts:

Deconstruction of the Jenquai Mission

Last installment, I summarized a mission from Earth & Beyond, where you, as a member of the Jenquai race, were sent to destroy a shipment of Progen weapons. Those "weapons" turned out to be genetically altered children. To deconstruct it, we must first understand what emotion the writer wanted for his audience. This first step is crucial, because this kind of decision goes to the heart of entertainment: a creator manipulating the audience to feel something. In this case, the audience can certainly feel exhilaration at the success of the mission, or frustration at failing it.

But these two emotions are common to all missions. This particular one is unique. There is another somewhat rarer emotion that might occur in our audience, one that is particularly unique to gaming. Our players could feel the emotion of guilt. The reason this is unique to games is simple; games and games alone provide for agency, in which the player makes choices and then takes actions based on them...

Read the rest at RPG Vault.

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