![]() ![]() At best you could fake the physical appearance of being excited, but you wouldn't be able to force yourself to feel emotional excitement just because someone asked it of you.Ĭlick to shrink.Because it's a great example, albeit one with some caveats. People don't have direct control over what they find exciting. A person can't simply become excited if asked. It's the same reason the Squenix "Please be excited" line also became a meme. Having videogame characters who can experience emotions instantaneously at the press of a button is what's so silly. you couldn't necessarily experience those emotions instantly. If that same drill instructor told you to feel happy, or remorseful, or melancholy, or loved, or surprised, etc. If a drill instructor in real life told you to jump, or punch, or shoot a rifle, or use a knife, or even to say you're sorry or call your mother and tell her you love her, you could do so instantly because these are all direct physical actions that can be completed regardless of your real feelings. Maybe that's what they intended, because within that context 'touching the coffin' and 'paying respects' can both refer to the physical action alone however, 'paying respects' also refers to expressing real emotional sorrow as well, which is why it comes off as silly.Īdditional edit: Representing a physical response with a button input works fine within games. Pairing any simple mechanical button press with a complex emotion (press F to feel regret, weep in sadness, express remorse, etc.) is never going to hit the emotional target. The worst option, but at the very least change the text to describe the action itself "touch the coffin" rather than the emotion. Forcing it as the one and only emotional response in a game that never deals with that type of situation again is part of what makes it less sincere and explicitly mechanical.Ĥ. In that case the player is already roleplaying and has several choice on how to handle the situation, at least one of which will presumably line up with how the player actually feels. If this was a Fallout game and the "paying your respects" was one of several options provided when you were, say, talking to the dead character's mother, it could also work. ![]() For players who just wanted to run and gun in a game about robots and heavy weaponry, making "paying respects" be a forced mission checklist item no different from any other mission about exploding robot heads made it less unique and more laughable. Part of the issue was that it was required of the player before they could progress. If the player stands over it for a half second, then trigger the animation automatically.ģ. ![]() Just make it so players can observe other characters walking up to the coffin first, and then allow the player to do the same. Some players would see the physical action of touching the coffin as a polite formality while others would see it as touching, but not verbalizing it removes the mechanical insincerity of telling the player that their character was emotional on command.Ģ. The exact same animation plays but without the text explicitly telling you that pressing that button just made your character express emotion. Simply have the player walk up to the coffin and display the interact key (F, X, whatever) to let them know they can do something. Here are some alternate ways the scene could have worked, had more impact for players who were engaging with the story, and could have prevented it from turning into a meme:ġ. Paying respects at a funeral is to offer condolences or sympathy which are emotional responses, not simply touching the coffin which is the physical action itself. The issue was due to two things: verbalizing an emotion in such a way that it became laughably mechanical and forcing the player to complete that mechanical interaction as part of the game's checklist progression system without any other roleplaying.
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