Games spend a lot of time telling us who a character is. We get biographies, costumes, voice lines, tragic backstories, cinematic introductions, and enough lore to explain why somebody has been angrily wearing the same shoulder pad for three hundred years. That information can describe a character, but it can’t make the player feel like them. Playable identity comes from action. If the game says I’m a detective, I need to investigate. If it says I’m a survivor, I need to manage scarcity. If it says I’m a thief, I need to observe routines, identify weaknesses, and quietly panic whenever a guard changes direction for absolutely no reason...
Tag: player character
The Avatar Isn’t The Character. Identity Comes From Action
Games spend enormous amounts of time establishing who the player character is. There are biographies, costumes, cinematic introductions, tragic childhoods, complicated family trees, heroic musical themes, and enough lore to explain why somebody has worn one particular shoulder pad for the last three hundred years. All of that can help define a character, but it can't make the player feel like that character. A detective doesn't become believable because they wear a trench coat. A survivor doesn't become vulnerable because their clothes are dirty...
