It might be said that the characters we hold most dear are those we relate to on the deepest level. We see part of ourselves in them, and a connection is formed. Fiction is only really effective insofar as it reveals truth about reality. I love it when game developers take the opportunity to explore these poignant themes within an immersive medium!
Isn’t it strange how complex and overwhelming our feelings about fictional people can become?
There is a conflict of impulses: The sympathetic and the dramatic. We want characters to be happy for the same reason we want our friends and family to be happy– hell, I’m such a goddamn hippie, I even want my enemies to be happy, if possible. However, we also know that bad things need to happen to the character or there won’t be much of a story– or at least, often, not the right story for that character. Indeed, since characters are so often formed by their misfortunes, sparing a character pain could undermine the very qualities that made you love them in the first place.
We are time travelers trapped in a paradox of our own devising. We are helpless to swim against the tides of our own fictions.
To The Moon is a small…
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