I think it is important that experiments use games that share a consistent point of view as a 3rd person perspective may make it easier to feel at a remove from their "alter ego". They didn't just chainsaw someone in half, Marcus Fenix did (even though they were controlling his actions). A 1st person perspective game may well be more immersive and lead the player to feel that they are responsible for their actions, so Gordon Freeman stays silent to avoid "breaking the spell" and make you aware that there is this other character involved interposing between you and the game world and making you second-guess your assumptions as to your freedom of choice - not just what you can do within the game world, but what you ought to do in order to conform to your adoptive role. The more that role is minimised the more you can feel free. Even the HUD (Head Up Display) of a game can break immersion by interposing between you and the 'world'. Operation Flashpoint 2 and Far Cry 2 strive to remove this HUD, making the games more immersive as a result - yet, ironically, I would assert that they represent less of an "emotional risk" as their desire for realism spreads the enemies so thin within an enormous map that they almost become dull.
I'd just like to see as much effort put into non-linear emergent gameplay as there is in story and presentation.
Too many wannabe movie directors spicing up dull multi-genre behemoths with a bit of sex, violence, bad language and drug abuse.
I'd just like to see as much effort put into non-linear emergent gameplay as there is in story and presentation.
Too many wannabe movie directors spicing up dull multi-genre behemoths with a bit of sex, violence, bad language and drug abuse.