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Caring ABOUT versus caring FOR a character -- Fascinating critique of gaming principles from "The Last of Us"
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<blockquote data-quote="MGibster" data-source="post: 9017729" data-attributes="member: 4534"><p>I would emphatically answer yes. Or at the very least it's likely that the experience "suffers" through players' need to game the game. In a Cyberpunk 2020 book, maybe the main one, there was a narrative example of a player character that involved him getting roughed up by some goons the crime boss he owes money to sent to remind him of that debt. If I tried that with my PCs, the encounter likely would have ended up with either the goons or the PC dead. This kind of thing doesn't happen with all games or with all players, but it is extremely common in my experience. (I do have a few players who love it when bad things happen to their characters. They think it makes for a more interesting game.) </p><p></p><p>Last time I played Star Wars (FFG's version), many of the other players were obsessed with looting corpses so they could afford better gear. Do you remember how Han and Luke looted all the bodies of Stormtroopers after a fight ended? Do you remember how obsessive Luke was about upgrading his lightsaber? Neither do I. But the game provides players with incentives to look for every little bonus they can get so that's what they do. </p><p></p><p></p><p>To be fair, that's exactly what I'm doing. I'm not involved in amateur theater, I'm playing a game. I might be disappointed when my character is killed, honestly I might be elated if it's a particularly good death, but at the end of the day it's not that different from my pawn or knight being taken in a game of chess.</p></blockquote><p></p>
[QUOTE="MGibster, post: 9017729, member: 4534"] I would emphatically answer yes. Or at the very least it's likely that the experience "suffers" through players' need to game the game. In a Cyberpunk 2020 book, maybe the main one, there was a narrative example of a player character that involved him getting roughed up by some goons the crime boss he owes money to sent to remind him of that debt. If I tried that with my PCs, the encounter likely would have ended up with either the goons or the PC dead. This kind of thing doesn't happen with all games or with all players, but it is extremely common in my experience. (I do have a few players who love it when bad things happen to their characters. They think it makes for a more interesting game.) Last time I played Star Wars (FFG's version), many of the other players were obsessed with looting corpses so they could afford better gear. Do you remember how Han and Luke looted all the bodies of Stormtroopers after a fight ended? Do you remember how obsessive Luke was about upgrading his lightsaber? Neither do I. But the game provides players with incentives to look for every little bonus they can get so that's what they do. To be fair, that's exactly what I'm doing. I'm not involved in amateur theater, I'm playing a game. I might be disappointed when my character is killed, honestly I might be elated if it's a particularly good death, but at the end of the day it's not that different from my pawn or knight being taken in a game of chess. [/QUOTE]
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Caring ABOUT versus caring FOR a character -- Fascinating critique of gaming principles from "The Last of Us"
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