In other threads, you may discuss the article.
In this one, let's name the 1 to 5 games that produced greatest emotional involvement? Somewhat like this..
Never7
Ever17
Fate/Stay Night
Remember11
Umineko
..these all seem to be visual novels.
I dropped Ever17 not very far in because I
*Didn't relate to the characters
*Didn't find the prose or dialogue very good
*Kept being called upon to make choices which I didn't have any meaningful input on. I couldn't guess how the plot might hinge on the choices, nor did I feel like they gave me real leverage to roleplay, which left me thinking "why are you asking me? Just flip a coin or something."
Would those complaints be addressed if I stuck with it longer? I've played one visual novel I found highly worthwhile by the ending, which I didn't particularly enjoy until well into the story, but I wouldn't be able to appreciate the plot if I continued to have these issues for the entire game.
Today's post, Emotional Involvement was originally published on 06 January 2009. A summary (taken from the LW wiki):
Discuss the post here (rather than in the comments to the original post).
This post is part of the Rerunning the Sequences series, where we'll be going through Eliezer Yudkowsky's old posts in order so that people who are interested can (re-)read and discuss them. The previous post was Changing Emotions, and you can use the sequence_reruns tag or rss feed to follow the rest of the series.
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