Why did we stop using imagination? When did games become less about opening that part of our mind, and more about force-feeding us whatever narrative the writers thought of? It's difficult to imagine a game like Skyrim playing out like Fallout: New Vegas, in which your actions are given meaning.
I've become accustomed to making everything up as I go along. My brain reads out the story as I travel, fight, and discover. Granted, the characters are hard to get attached to, what with their stoic animations and two facial expressions ranging from "conversation face", to "battle face." I know, however, that I'm not the only one who felt a penetrating sadness when I looked upon the burning Whiterun after the battle for it. How could I not? It was the first house I bought. I knew the merchants names, I knew of the feud in the town...I had inserted myself into the culture of the village, only to be the one to strike down those who once called it home.
I lost myself in my character, because I gave him a different personality from mine. A different name, face, and philosophy. I even caught myself responding out loud to questions or comments people made as I passed by, especially those I had helped, or making faces in response to words or actions.
Yes, you can say that the game doesn't provide much meaning for the side-quests beyond new loot or a new comrade, but it can also be said that it does provide a basis for you to build upon. It gives you a skeleton story of sorts, and you add all the fluff.
I want to know how YOU handle the games story mechanics and world, Escapist. Not necessarily to prove any point, but because I'm just curious. Do you play different music when you play? Do you play any music at all? Do you give histories to the people you meet? Do you go as far as to live a separate life in-game?
I've become accustomed to making everything up as I go along. My brain reads out the story as I travel, fight, and discover. Granted, the characters are hard to get attached to, what with their stoic animations and two facial expressions ranging from "conversation face", to "battle face." I know, however, that I'm not the only one who felt a penetrating sadness when I looked upon the burning Whiterun after the battle for it. How could I not? It was the first house I bought. I knew the merchants names, I knew of the feud in the town...I had inserted myself into the culture of the village, only to be the one to strike down those who once called it home.
I lost myself in my character, because I gave him a different personality from mine. A different name, face, and philosophy. I even caught myself responding out loud to questions or comments people made as I passed by, especially those I had helped, or making faces in response to words or actions.
Yes, you can say that the game doesn't provide much meaning for the side-quests beyond new loot or a new comrade, but it can also be said that it does provide a basis for you to build upon. It gives you a skeleton story of sorts, and you add all the fluff.
I want to know how YOU handle the games story mechanics and world, Escapist. Not necessarily to prove any point, but because I'm just curious. Do you play different music when you play? Do you play any music at all? Do you give histories to the people you meet? Do you go as far as to live a separate life in-game?