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It’s pretty common for games to use the “the bad guy shows up at the end of the tutorial to murder your family / village”, and I’m usually very critical of it. It’s a brute-force approach to the problem of making the player care about the villain. It’s a cheap and easy tool for writers who aren’t deft enough to wield the more subtle tools of world-building and characterization. I might not know how to make a victim NPC that you will care about or relate to, but I bet I can provoke some sort of response from you if I make the NPC victim YOUR MOTHER!
RAGE does not have this problem. RAGE has the opposite problem. RAGE never bothers to make us care about the bad guys at all. The bad guys in this case are called “The Authority” and they are opposed by “The Resistance”. Now, RAGE (You know what? I’m done typing the name of this game in all caps. Correct or not, it’s just too shouty.) takes place on a wasteland Earth after an asteroid apocalypse. The world is smashed and most people aren’t even literate. It’s completely valid to have simplistic names for your factions like this, provided they’re suitably interesting. But the agendas of these two sides are just as generic and shallow as their names.
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Continue reading 〉〉 “RAGE: Not Enraging Enough”
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