Does the "gamification" of character through stat blocks, XP/progression, etc., create this same sort of dissonance? That the aesthetic experience must naturally and inherently suffer through the overarching needs of allowing the player to "game the game"?
...
One more fascinating quote, that further brings home why it's so dang
hard to produce real emotional character growth / character arcs in RPG play ---
Vulture Article said:
Here, we may rightly speak of interactivity: One may care about a character on television, but one must care for a character in a video game.
And just . . . Oh my goodness, yes!
Of course that's why it's so hard! As players it's just so incredibly difficult to make that psychological distinction. The constant tug against just keeping your PC alive to fight another day, versus really delivering what would be viewed as an overwhelming psychological need for the character. To care
about the character,
you actually have to CARE ABOUT
the character. You have to view the character's psychological need as something real, something tangible, to the point that you have to
play the character in a way that does not defy those needs.
Otherwise, you're just playing a game.