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Re: Rethinking Player-Durandal Relations in Rubico | ||
Posted By: Aaron Sikes | Date: 8/13/06 7:55 p.m. | |
In Response To: Rethinking Player-Durandal Relations in Rubicon (rampancy) : You know, I've been thinking for a while about the relationship between the
It's interesting to read your thoughts on this. M2 was my introduction to the whole game, and I always felt that Durandal had a push-pull relationship with the player. Sure, we were a pawn, just like Tycho keeps reminding us. At times, though, I remember thinking there was a friend of sorts behind all the terminal texts...or maybe I'm just romanticizing the idea of romping around a deserted world looking for lost artifacts. I've just started the Salinger plank in RX, and oddly enough feel like the player is entirely a tool at this point. Durandal's got us here, leaving the entire cast and crew of the Chimera to be decimated by the Pfhor. Even if the player is fast enough on Hairy Legs, what proof do we have that the Chimera isn't overrun anyway? (forgive me if I'm forgetting something from the end screen of the original Rubicon, haven't played it in years). If the Carroway plotline is to be seen as simultaneous to the events on the Salinger, then isn't the player a bit of a rat for leaving everyone behind? Although...how many of us ever really tried to keep the BoBs alive? ;) : Not as far as an equal, but at least something more substantial than just a grunt with a big gun, : playful teasing aside (like when he introduces us to the Dangi Maser). On our
This is something I've pondered ever since reading the last line of the end screen on M:Inf, the part about the player being equated with destiny. I could be going off on a tangent here, but the player (us) does willingly follow Durandal (the game) wherever he/it goes. In that sense, the player/Durandal relationship might be more of a symbiosis, and therefore given to bouts of attraction and repulsion.
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