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Wow, I'm really disappointed in the lack of responses but perhaps this is my fault and I'm not being clear enough.
Think about a game like Ico, which tells a beautiful narrative story with minimal dialogue and instead weaves a narrative through it's gameplay. The Boy has to escort Yorda through the castle in order to get past the barricades only she can get through while the boy is physically capable of creating paths for the physically inept Yorda to pass. In doing so the game begins to forge a bond the player feels for the two, not just in its main game mechanic but also in the subtle elements throughout the game like the fact the player has to have them hold hands to get any traction. In fact the subtle physical intimacy the game creates between the two is one of it's most endearing elements as the boy holds Yorda's hand to keep her close, hoist her up, and even to simply show he cares. The save point itself is not some glowing light or a simply screen with text. It's a couch the two sit on and finally get rest, leaning into each other for comfort and support.
The game is constantly using body language and minimalist design to manipulate the player into feeling something for the two characters who rarely speak and have little tangible backstory to flesh them out and it's absolutely magnificent at doing this. It shows that players can feel a deep bond without resorting to stuffy dialogue and over-the-top cutscenes. It's designed to strike at our core as empathetic beings to get the player invested. I wish more games did this, not only does it introduce a better way to use game design as a story telling medium but it involves learning more about ourselves and how our brains work in this crazy world.
This is what I mean about a thought-provoking game.
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