
Originally Posted by
Blistig
The premise of TBS, the aspect that defines it as a game and a story experience, is the fact that it deals with problems and situations which the player can relate to (as far as we know at least) on a personal level.
By that I don't mean that you should be able to put yourself in the shoes of a trek of humans, centaurs and giants who have to hack, slash and worry their way towards an uncertain future. How could anyone attempt to relate to such an abstract setting?
It's the core aspects of the experience which fascinates the player and draws him/her in, the personal matters that need solving and the troubling decisions that need to be made. I believe that the devs will do their best do try and cover as much of these aspects as they can in order to provide the player with an engrossing experience that is as relatable as it is abstract.
You mentioned that you don't want a game which provides you experiences which you already know from your everyday life. Aren't exactly those experiences the only thing that could possibly connect you with the story? Not the killing of countless baddies, but rather the relatable (and thus exciting!), human interactions.
That of course includes one of the most important and defining facets of human interaction - love. I think you might misunderstand the way that this (most likely?) will be implemented in the game. The term "love simulator" that you use indicates that. Think of the implementation more as a natural part of the game, not something that it tries to force on the player, or which it accentuates as a "feature", so to speak. Also try to free yourself from the idea of pursuing some virtual love interest on a railway, which leads to a (predictable, and solely sexual) outcome. Instead think of the other aspects of love, such as the love for siblings (which a lot of people don't like to admit :P) and parents. According to what I understand from Alex' post, that's the experience Stoic is going for.
And lastly, most importantly, remember - it's a game. Games with an emphasis on story, just like novels, aim to engross the player/reader in the situation displayed on the monitor/pages. In my opinion (which I don't claim to be universally true at all), it's not about imagining oneself in the shoes of the character(s), but rather relating to them from a separate, though nonetheless compassionate standpoint.
I hope that I got my thoughts across, kinda struggling with English today...