Brother None said:
TH: That's the hope, yeah. Because the game is so wide open, we wanted to try to do something that is personal to you and not just deliver this or go here. We wanted to make it, you know, a really kind of driving curiosity. Like ‘why would he leave me? Why would he do that to me?’ The player can have different emotions about that. You know, curiosity, anger or wanting to help their father, assuming there was a very good reason he left.
What about PC who always wanted to join vault gang, was kinda difficult kid who rather doesn't give a damn about Overseer, his daughter or PC's daddy? I failed to see room for such emotions and attitude.
When PC gets quest to find waterchip, he/she doesn't have to have any emotions about that particular thing. Emotions are connected to leaving vault for the first time and to exploring unknown and usually unfriendly world. It is not important whether one likes or dislike Overseer, other vault dwellers.
I remember that most of the time I thought that I will come back to vault to live there so finding chip was important for my survival too; I was looking for it not for overseer, not for others, not for some damn glory of the vault but for myself. And there wasn't any emotions of attachment forced upon my PC. It was my choice to feel like part of the community who wants to return, like some old loner tired of crowd who just leaves some confined spaces and has a chance to breather real air, like some young person who is simply curious, or even as some aggressive bastard who finally got chance to feel free from vault's rules... etc. It seemed to be all about finding place in some reality. And finding chip was some kind of compass, but definitely not moral one. It helped a bit to plan what to do next like given tasks usually do. That's all.
FO2 wasn't very different from that. All this 'being Chosen One' could be taken seriously but could be also considered some old woman's rambling. PC could be rude towards Elder and take quest from her just because it was some chance of going out of this boring little tribal community. No deeper feeling had to be involved, no expectations other that what the world is like.
What's more important nobody forced anyone to feel anything. Sometimes simple “go-and-fetch” task can trigger feelings [like FO1's Waterpump's case in Necropolis] and that's really nice when it happens spontaneously.
When emotions and reactions are planned and what's worse it's announced from the very beginning as one of game's features one can feel choice-less and forced to feel something; it's like: here PC must be sad and miss his daddy... here PC must be curious where daddy went... he/she is not? why?! he/she must be!
FO3 seems to be in some way similar to Oblivion in the matter of emotions. PC is in jail. Not very bad way of starting one's adventure [it worked nice in Gothic I]. But PC can be there for many reasons. PC could be member of some xenophobic race, like for instance Dunmers and his/her crime could be murdering some imperial scum, right? PC could hate emperor and utterly wish him to die. But suddenly PC is forced into helping emperor, into accepting him and his offer. Just like that. Without any plausible explanation and without giving player's much of a choice. Damn, one even couldn't be rude towards Emperor... Why? Because. Because fate, because emperor has dreams, blah, blah, blah. And he tells it all to some anonymous prisoner and suddenly everything changes, is so clear and all. Oh please. Beginning of Gothic 1 seems so very clever comparing to that.
“The player can have different emotions about that. You know, curiosity, anger or wanting to help their father, assuming there was a very good reason he left.” Right. First of all those emotions aren't very different from each other, they all are connected to anxiety, concern and care.
The second thing is that in fact whatever emotions player have, it all comes to:
“why would he leave me? Why would he do that to me?” So there is no variety of emotions to feel. Something specific is forced upon player.
Artisticspaz said:
and according to wazza, your char.s thrown leaves out of fear of death....you can decide whether you care about {I'm trying to say your, you are, or you're, but I'm likely too stupid to know which to use.} father or would rather kill him or even forget about him
PC can kill daddy? I do not read carefully any plot summaries written by those who played game, but... PC can actually KILL daddy? Just like that? [“I am tired of missing you and wondering why you left me, and I hate you, die old man, die!”] I will not believe until I'll kill him.
The other thing is this 'forget-about-him' part. Well, one can also forget about Main Quest in Oblivion but it makes gameworld much less plausible. There is some 'hurry-hurry-there's-no-time' illusion but those are just empty words and when PC just stop doing MQ just after game begins gameworld become still: months, years can pass and everyone still act like emperor was killed just yesterday. And there is no evil invasion. It's even more funny to stop doing MQ just in the middle... Everything waits until PC go back to MQ.
I am aware of the fact that it's typical for many games that world doesn't change until PC does certain thing but in Oblivion it is very poorly designed - there is illusion of freedom but player has to take certain path because gameworld become unbelievable otherwise. And since MQ's plot doesn't contain twists and mysteries it doesn't encourage much to continue.
It is not very wrong to assume that MQ in FO3 will be similarly constructed.