roraruu

I’m ruu! I love overanalyzing games and anime and desperately trying to connect them to my everyday life.

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Apathy and Choose your Own Adventure Games

Apathy is a common emotion experienced with games that follow a “choose your own adventure” focus. Usually these game feature branching storylines, character deaths and the impacts of the player’s choices. Notable games in this genre include TellTale Games’ The Walking Dead Game and Square Enix’s Life is Strange.

Discuss, perhaps from a personal view, how the player may experience apathy after playing a choose-your-own-adventure. Is apathy a foregone conclusion after playing one of these games or does it vary on the player? As well, what are some of the other reasons a player may experience apathy? Could it be from the writing, disjointed plot, lack of character importance?

  • I believe this can be an interesting topic. When a person plays these forms of games, they are making drastic story-altering decisions in a limited amount of time. While people may make thousands of decisions a day, for the most part they are subconsciously thought about where the decisions we make are almost instinctual or based on personal bias. With these Choose Your Own Adventure Games, while being fictional, you are making these split second choices not for yourself but another person, even more so these games often give gravity to the weight of your decisions. Now from a writing perspective, these stories are very hard to properly cultivate because there are so many variables that making choices right from the first episodes already limits the possible paths you can take. Because of that, these games can be a completionist nightmare purely because each decision could impact just a scene or the entire feel of the story and having to go back over multiple times could feel like a mute point unless the story was worth re-watching. – Kevin Mohammed 6 years ago
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Latest Comments

Incredible analysis! I’m a big fan of Aggretsuko for both it’s style and it’s substance—maybe moreso the substance and how it deals with women in the workplace, stress and the double standards women face in everyday life.

Aggretsuko: Sugar, Spice, and Death Metal's Nice

I find it interesting to look further at Sloth and his writing. He’s pretty forgettable, especially comparing him to the 2003 anime’s interpretation, and appears very messily in Brotherhood. The writing is inherently reflective of his lazy and unmotivated character; he’s introduced very quickly and sloppily, and not to slight Arakawa or the anime, but Sloth winds up to be an incredibly boring character with little input. Perhaps its ironic that his character is written just as lazily as his namesake…

Fullmetal Alchemist Brotherhood: The Symbolic and Ironic Deaths of the Homunculi

Great outlook on stats and characters. I especially enjoyed the write up on Faye (she’s a bit of an oddity and a favourite character of mine) and how closely you analyzed the scraps of character that Echoes gave to the audience.

Fire Emblem's Use of Numbers to Tell its Story