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Ally <[EMAIL PROTECTED]> wrote in message news:<[EMAIL PROTECTED]>... > > As a player/reader, however, I very often *cannot* identify with > whatever role I'm supposed to slip into. No amount of "you" can > make me become something I'm not and/or do not want to be. > <snip> > > If it touched me, I'll rearrange the story in my head anyway, > inserting (a version of) myself into it, facing whatever things > the author's thought up on my own terms... -- but treat me as if I > *were*, say, a protagonist out of "Pulp Fiction" or "Space > Troopers", and then expecting me to act *like* that character -- > with no chance to deviate from the tracks laid out for me -- agh. > I dunno. I have always enjoyed games that bridge the gap between giving you a specific character and treating you as a generic protagonist. In my game "Gourmet" I tried to write in this style. You have a specific character -- a somewhat overeager aspiring chef -- but you are never told what gender, race, or age you are, or in fact much of any information about yourself that doesn't relate to your cooking ambitions. Likewise the location of your restaurant is never specified, and I even took some pains to (not entirely successfully) remove Americanisms from my writing. The idea being, the story provides you with some indications of character, but you are free to insert yourself into them. This ability to bridge the gap between "solid character" (movies/fiction) and "nameless protagonist" (Myst/laser tag) is I think something unique and interesting about IF, and a style I quite enjoy. When I play games with a strong character, I tend to have the opposite problem-- I get too into the character I'm supposed to be, and often miss puzzles because I'm not thinking like an adventure gamer, but like my character.
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