Difference between revisions of "Power Fantasy"

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I think he's totally right about pathos, and it's also exactly how I feel about power fantasy in games.  Every time we use it, we fail a test of honor.
I think he's totally right about pathos, and it's also exactly how I feel about power fantasy in games.  Every time we use it, we fail a test of honor and miss a chance to explore new emotional territory.


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Revision as of 05:35, 18 May 2007

Power fantasy is the thing we do best in games. We excel at giving the player a feeling of power over their surroundings, at letting them feel the satisfaction of starting out weak and becoming powerful[1], until they are the king of the world, the ruler the universe, they have vanquished evil, saved the girl, and finally gotten to that really high ledge by exploding a rocket at their feet.

However, I think power fantasy is pretty cheap, and we need to eschew it and find better, deeper, more meaningful ways to entertain and compel players.

The New Yorker[2] had a David Denby review of the film, Seabiscuit. As usual, Denby writes a pretty good review. But one sentence stuck with me:

When a director exploits our hard-wired responses to pathos, he fails, so to speak, a test of honor.

I think he's totally right about pathos, and it's also exactly how I feel about power fantasy in games. Every time we use it, we fail a test of honor and miss a chance to explore new emotional territory.

  1. Nicole Lazzaro writes about this stuff a lot. She uses the term Fiero in this context.
  2. I think it was the October, 2003 issue.
This page was last edited on 18 May 2007, at 05:35.