The most vulnerable of them all: children. They are underrepresented in video games, which happens for a reason. When game designers want to bring a city to life and fill it up with NPCs, they cannot portray every stratum of a society alike. Digital children are treated with special care.
In this short article, I look at how CD Projekt Red's design choices protect the players' experience and digital children in Cyberpunk 2077.
The Many-Faced Player:
Playable Figure Switching Mechanic in Figure Games
Figure games let players become and take control of somebody else to have an impact on the gameworld through a playable figure. However in certain cases the players are not embodied through just one, but multiple playable figures. Furthermore players are given the affordance and are encouraged to switch between these figures in order to get vastly different experiences.
In this paper I studied three different figure games, namely Detroit: Become Human (Quantic Dream, 2019), Genshin Impact (miHoYo, 2020) and Dragon Age: Inquisition (Electronic Arts, 2014) and how the switching of figure relate to gameplay, storytelling and game space.
The research presentation took place at the conference, DIGRA 2022 KRAKÓW.
Playable Figure Switching Mechanic in Figure Games
Figure games let players become and take control of somebody else to have an impact on the gameworld through a playable figure. However in certain cases the players are not embodied through just one, but multiple playable figures. Furthermore players are given the affordance and are encouraged to switch between these figures in order to get vastly different experiences.
In this paper I studied three different figure games, namely Detroit: Become Human (Quantic Dream, 2019), Genshin Impact (miHoYo, 2020) and Dragon Age: Inquisition (Electronic Arts, 2014) and how the switching of figure relate to gameplay, storytelling and game space.
The research presentation took place at the conference, DIGRA 2022 KRAKÓW.