Week 2 questions


1. How far would you say you try and inhabit the ‘character’ you’re ‘playing’?
(I’m not entirely sure what you mean by ‘inhabit’)

I found it pretty easy to role-play the protagonist in this game. As I’ve said before; the game is extremely linear and doesn’t really give you much choice other than to follow the character through the game. I think that the way that the game is made encourages the player to see the world through the narrator’s (Cole Phelps’) eyes.

2. How far do you try and see the world through their eyes?
I do try to play the game as Cole Phelps but it is very difficult to not want to get involved with the game on your own level at times. I found some missions/crimes particularly difficult to be satisfied with the outcome at times. For instance: The crime where the 15 year old aspiring actress is raped and almost murdered. I found it particularly difficult to see the criminals not get arrested for the charges they had against them (after Earl intervened). It was a little displeasing to not have the option to step in, however I can see how this would work in the scenario that the game was playing through any novel and not just the story of LA Noire.

3. Does the character you’re playing shape your behaviour or attitudes towards to other characters you encounter in the game?
I often find it difficult to see things from the perspective of the narrator. It’s not that I can’t understand their actions, because I do, I just often disagree with them. However that would be me not approaching the game innocently. I think that the narrator’s actions and words towards some of the characters does influence my own perception of them (because at the end of the day, you are role-playing that character) but only because you have no other choice than to do what the narrative is set out to do.

4. Would you say your ‘game identity’ is all you, partly made-up of you and the character you’re ‘playing’ or as much as possible, is it entirely the character you’re ‘playing’?

I think that the ‘game identity’ is entirely the character you’re playing. Whether you disagree with what’s going on in the game, would like to do things differently or change the things the character would say: you can’t. The game is (ultimately) programmed to give only a few outcomes and the narrative is always going to drive you towards achieving them. I’m not saying that this is a bad thing, because I can see how this style would prove useful when applied to other works of literature.



  1. TheBen0ize / Mar 31st, 2012 1:52 Quote

    (For point 1) I personally would not use the word inhabit because you know as the player that it is not real and you have to make certain decisions to progress in a game. Therefore, I would use the word ‘understand’ instead of inhabit because when you try to understand someone your trying to put yourself in their shoes and make decisions in ways you think they will. So as a whole I would say that players don’t try be BECOME the protagonist they try to understand the protagonist and make decisions they deem would relate to the main character.


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