Inger Ekman and I wrote a chapter, Hair-Raising Entertainment: Emotions, Sound, and Structure in Silent Hill 2 and Fatal Frame, for the book Horror Video Games: Essays on the Fusion of Fear and Play edited by Bernard Perron (published by McFarland Publishing). The book should be out early October.
This is old publication from 2005. The paper was presented at Changing Views: Worlds in Play Conference, Vancouver.
Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play.
© 2005 Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author.
Characters are in an important role in many games. A good player character is likely to leave good lasting impression about the game. It has been argued that creating the personality for a player character is problematic. However, there are multiple methods used in games to inform a player about the nature of a player character: predefined functions, goals, possible and impossible actions, and more traditional audiovisual means. In this paper the player character of Silent Hill 3 is analyzed using presented categorization. This paper shows that the classification is a useful analytic tool, but it needs to be developed further to include belongings and space as elements describing a player character. The categorization also highlights aspects that need to be addressed when designing player characters.
Game characters, interpretation, computer games