This raises an interesting question: are games at an emotional disadvantage *because* of player choice? Characters in films, books, plays, etc., pull in the audience because of *their* choices -- and most often, as pointed out, by the choices they *don't* make, which creates the emotional pull from the audience due to either the character's flaws (which we may recognize in ourselves) or due to information the audience is privy to but the characters are not.
4 million units? That's pretty optimistic, particularly considering it's a game no one has "officially" ever seen (i.e., it hasn't been demo'd to the press, or shown at E3, etc.). I'd call it a number taken straight from his arse, which is where I think most video game analysts pull things...
troygilbert's Comments
Exactly what I was going to post.
This raises an interesting question: are games at an emotional disadvantage *because* of player choice? Characters in films, books, plays, etc., pull in the audience because of *their* choices -- and most often, as pointed out, by the choices they *don't* make, which creates the emotional pull from the audience due to either the character's flaws (which we may recognize in ourselves) or due to information the audience is privy to but the characters are not.
4 million units? That's pretty optimistic, particularly considering it's a game no one has "officially" ever seen (i.e., it hasn't been demo'd to the press, or shown at E3, etc.). I'd call it a number taken straight from his arse, which is where I think most video game analysts pull things...
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