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The meaning of that phrase is that in order to have an immersive plot in a video game, I believe that your player needs to be able to view a character's decisions and actions as if they (the decisions and actions) were the player's own."You have to make the player feel like they're in control of the factors behind this bad ending"
I don't understand the meaning of this phrase, could you explain?
I read that thread and got some nice info, thank.
Anyway I wanted to explain that in the end the character doesn't go to the enemy's side by her free will. She get "indoctrinated", so she was forcefully taken to their side
If the character is doing smart, good, heroic things, and the writing is reasonably good, then the player will naturally feel like they were the agent of those actions. Your job becomes easy.
But when the character does dumb, malicious, or cowardly things that the player wouldn't want to do, they begin to feel a disconnect from their character, and you lose immersion. Your job becomes much tougher. One way you can add back that immersion is to give the player choices and then connect the dots to show the player how their choices cause the events that happen. For example, your character might find themselves in a "re-education facility" where they are starting to be brainwashed. A starving NPC steals some food from the facility, and you can choose to rat them out (to gain favor with the facility's guards, who you need information from) or to play dumb (saving the NPC from a horrible fate but losing you the trust of the guards). This decision might only have a very small immediate impact on gameplay, but if later on you work that earlier decision into something the character does when they become fully indoctrinated, the player will feel like they were the reason the character turned to evil. In won't be a good feeling for the player, but it will be a believable and immersive one. Your player will feel the full brunt and emotion of the story, instead of disconnecting himself from it.
Personally, the single thing that ruins a game's narrative for me the most is watching my character do something wrong that I know I wouldn't ever do. The most egregious example I can think of is Edge's actions on "Old Earth" in Star Ocean: the Last Hope. He made a storyline-related decision that I had no control over, and at the time I thought it was incredibly stupid. A few hours later, we see the consequences of those decisions - consequences that severely affect not only the characters and the world, but the course of the gameplay as well. It was at that moment that I stopped looking at the game as an incredible adventure that I was taking and controlling, and started looking at it purely as a game to be played that happened to have a story tacked on. It wasn't the tragic plot event that broke my immersion - it was the fact that the character was in control of his own actions, and yet I as the player was so completely out of control. If the character is in control of what transpires, you need to grant the player that same control, or at least trick them into thinking they had that same control all along.
Hopefully you find this helpful!
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