Thursday, November 14, 2013
Game Translation: Beyond: Two Souls
Speaking of rich emotions, you'll also need to include a lot of character definining moments that would help draw out those emotions. Put them in between a rock and a hard place occasionally. See what they do. Threaten them with something nasty. Have something good happen instead so that they can feel relieved. Keep the tension up, relaxing it only to introduce something new, something different.
Encourage relationships. Romantic, platonic, familial. Throw in some loyalty and some betrayal. People feel through the connections they hold to one another.
Teamwork is also a big consideration here. Whether it's the Aiden - Jodie connection where the two literally must rely on each other to be able to access the next section or perform actions that are impossible for the other or whether it's a more standard group dynamic, it is vital that the situation be set up on occasion so that everyone must work together to get a situation resolved. A tech might need to wait at the console to maintain power while a soldier holds off some approaching goons while the hacker and thief duck through the door and attempt to quickly deal with the security defences on the other side to grab what is needed so that they can go.
Things like that.
Anyway, a campaign based around Beyond: Two Souls or including elements of it, should appeal to Tacticians and Communicators the most.
Tacticians will be alternately overjoyed and frustrated by the need to rely on someone else to get the job done. On the one hand, thinking in terms of group members' individual skills really floats their boat. However having sections of the game effectively out of their hands by a Jodie-Aiden situation will cause as much pain as it causes pleasure as they try to manipulate the other player into accomplishing goals through more efficient methods.
Action Heroes will be frustrated by all of the group tactics required. They want freedom of movement and adrenaline-thumping combat. They would hate to be largely insubstantial and unable to do much (Aiden) but would equally loathe being the less efficient killing machine (Jodie). Really they could only be Aiden but be cautious because when bored they will cause all kinds of mischief.
Explorers will enjoy the thrill of being something different (Aiden) but this particular game will be as good as any other to them. It doesn't particularly lend itself to their strengths nor does it cause them any issues.
Investigators will enjoy the mysteries that weave their way through the course of the game but will find the Jodie-Aiden situations and emotional intensity as good as their individual proclivities allow.
Communicators will love the reliance on emotional connection and depth and will rejoice to see their characters take center stage. While they might get a little too bogged down in the talking, at least they will enjoy themselves. Just don't make them Aiden. They're no good with silent protagonists.
If you want to check out the trailer, you can find it here. If you want to read up on the TV Tropes you can find them here.