Blackened Skull

There is no gene for the human spirit

In the moment

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Had a brief few thoughts on one of the topics that I hadn’t yet attempted to write about. That topic being, ‘How do games approach the issue of ‘ageing’?’

Most linear gaming models aren’t equipped to pay real attention to the effects of ageing of playable characters within that gaming world. The player is usually contained within the moment even if the narrative describes a passing of time. We don’t normally see time take its toll on the ‘heroes’ we play even if many years have passed between cut-scenes.

Assassin’s Creed III spans 30 years of Connor’s life from the period of 1753 to 1783. I’m hoping that other than the superficial look of the character, I’ll get to see some meaningful maturing and depth of the Connor character.

Scars that don’t heal. Now that’s something I’d like to see worked into a game narrative much, much more. I know by their nature videogames tolerate violent actions to the point of banality. But I’m far more interested in the mental scars that characters could carry. Where previous actions should bear down on perception of present events and age is depth of character and not just adding some facial hair and a drinking habit.

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Written by David Osbon

November 5, 2012 at 12:04 am

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