During my research I have come across arguments that players can relate more easily to a character which is non-human since there is no prejudice, immediate stereotype or a particular association. With this in mind, one assumes that there is no expectation for a non-human character to behave, think or look a certain way.
So, this served as a good spring board for another project.
The Brief
To investigate the relation between characters, game spaces and players through exploring non-human characters. Can non-human characters form a stronger bridge between the player and the game world?
Consider believe-ability.
Consider believe-ability.
In this brief the intention is to design three unique characters within a consistent unique environment. One will be non-human and the other a creature. To keep this controlled, they would hypothetically co-exist.
PART 1 - Establish a fictional space in which the characters would exist
PART 2 - Create a non-human character
PART 3 - Create a human-like character
The intended outcome is to determine whether characters that are less human/less familiar are more relatable since there are little to no expectations as to what they should be like and how they should interact with a world.
As usual, I began with case studies that follow this.
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