Love on the net.

Michaël Samyn, February 27, 2012

The romantic theme of Bientôt l’été combined with its two-player aspect introduce an exciting range of simulation opportunities. I’m fascinated by the complexity involved with emotions one might feel for an anonymous partner represented by a virtual character. It’s easy to accept that shooting a virtual character controlled by another player is not murder. But I think we’re far less comfortable with the idea of falling in love with a virtual character controlled by another player. Just imagine your real life partner doing it with somebody else in a game!

So I feel a little bit perverted thinking what I’m thinking.

I was already considering a way for both players to express to each other how they feel about each other when they are talking at the café table. A simple gauge expressing amount of fondness would work fine. And each player sets it for themselves (no need for complicated deduction or vague symbols: each player decides for themselves how they feel -or want to play).  And then perhaps, if both players feel exceptionally good about each other, as a sort of reward, perhaps they could get to walk on the beach together. I imagine that could feel wonderful after all the solitary walks and the awkward conversations.

And why stop there? The “love gauges” could still be present when on the beach. And when both players agree, their characters could take each other’s hand while walking. When they stand still and both players notch up the love gauge a bit more, they could embrace, and then kiss, and then…

There’s nobody else on the beach…

It’s not that cold…

The sand looks soft…

Why not?…

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