hey hey. so on a sensory level tomb raider actually uses more senses than one usually associates with video games. most video games are designed in a way in order to create interesting visuals that the player has to navigate through. tomb raider does this but people often forget the effect that sound has on the players while playing the game. sounds go off when you collect things or fire your games or are even used to warn you about dangers(like bears). also there is a huge impact from the actual language used in the game. lara croft speaks. players get directions from her and helpers and there are also (in some versions) video scenes in between the actual game play that allow the story's plot to be unfolded. this character is an extension of the player. the directions are sent directly to the players through there ears(or eyes if the volume is off). the players develop an affinity for the character and start to feel empowered by her. this and all games like it create a way for players to encourage their own self-empowerment.
the game i want to compare tomb raider to is calvin ball which is a game created by bill waterson's character calvin from calvin and hobbes. this game (while being fiction) is a game that most children have played. it is a game where the rules change everytime you play it. this fact of constant changing rules builds upon a child's creativity and their memory. if someone does not remember how they played it before they are not going to be able to figure out what they can not do. therefor not being entirely sure what they can do. this game unlike tomb raider relied upon playing with at least one other person(for calvin it was hobbes who within a fictional world was even more based in fiction) but for me was my twin brother. somehow, the version of the game i played was called wesleyball and not named after me. hmmm... anyway so this game and its flucuating rules creates a heavy reliance upon being in some sort of creative sync with the other participant. you kind of have to be able to understand what they are thinking when they are adding rules or setting down the guidelines and they need to be in synch with you when you are creatively adding your own rules because if no one is on the same page the question of cheating gets brought up. language plays a huge role because you and the other player(s) need to be able to coherently say and get across the rules to each other based upon your memory of how it was played last.
man i miss playing calvin ball.
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