Morrigan stands in a castle room, fire-lit. There is a doorway behind her

Capricious Nature

August 12, 2012 / 3 comments

The Futile Rebellions of Fereldan Do you accept the role given to you, or do you try to escape it? Even when you try, can you escape the way your role shaped you? The question is salient for a videogame character stumbling into a typical save-the-world story. It’s also a question that lies at the…

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Naoto from Persona 4. Indigo hair, pale skin, and a sharp navy coat and hat.

Playing Hard to Get

July 29, 2012 / 2 comments

I have not been fully honest with you. I’ve put off addressing an elephant in the room, and it’s got to do with objectification. In my last post, I talked about the ways that different difficulty types can express personality. I gave these types cute little titles, like A Hard Read or High Maintenance. Of course,…

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Dakkon from Planescape: Torment. A bald man with a moustache in a plaid tunic and spiky fantasy armor, with a remarkably large sword.

Difficulty Factors as Character Traits

July 15, 2012 / 0 comments

If difficulty is one of the things a game can use to make characters interesting, it’s worth asking just what difficulty communicates. For one thing, difficulty isn’t just one-dimensional. There are different kinds of difficulty, and not all of them are difficult for every player. I may love both Wrex and Nami, but I’m fairly…

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Kasumi from Shira Oka, looking ornery: a pale girl with glasses and unruly blue hair, in a schoolgirl uniform.

Sweeping Exits and Offstage Lines

July 1, 2012 / 1 comment

I spent a long time trying to figure out Harvest Moon: A Wonderful Life. It had an unusually deep simulation with a lot of random variables, so I dug through a lot of FAQs to figure out what the hell was going on. This being the work of Harvest Moon fans, the FAQs tended to editorialize about…

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Difficult Personalities

June 27, 2012 / 0 comments

Every medium has its own ways of expressing character. Novels have internal monologues and an unmatched power to convey a character’s inner life. Theatre  has body language, voice, and physical presence; film has the close-up and the subtle emotional expression that comes with it. Games get fragments of these capabilities, technology willing, but they also have…

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