Friday, 19 April 2013

Player's relation to a group.

As a result of my case studies, I have a better understanding on how a player can associate themselves with a group of people. The more similar a group's traits are with the player's the easier it is for a player to associate themselves with the group, which is why the antagonists in Killzone use clothing and equipment similar to contemporary gear. A player who is comfortable with the people around them will be more willing to work together that team. On the other hand, if the team's culture is completely alien to a player, a player will want to play against that team. Antagonistic characters often have actions that do not conform to a player's social norms, which is what makes players work against them. The structure of a group can make interactions within the group very personal, or impersonal, which can help grasp a sense of scale within the group, as well as make the differences and gaps between ranks clearer.


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