"Go down, get the beacon, get out. Got it. Won’t even scratch the new armor, Captain."
Pueblo de Taos, New Mexico.
© marc gruninger 2014
The game world is patterned after some of what we know, and the characters are written to be somewhat identifiable in their efforts and actions, their motivations and desires. That makes them sympathetic beings, gives them allure, makes us want to click on them, move them around, get to know them, and therefore see their world through their eyes. But where do we draw the fine lines, cast the straws for what is “realistic,” especially when we delve into worlds of fantasy? In our games, yes, human emotion is an undercurrent, logic and reason as we know it, but the opportunities and challenges presented to characters there are seldom anything we will ever, could ever, encounter.Read more