The refusal of the call is where the
hero rejects the call to adventure. This can be on a small scale,
such as a moment of personal doubt, or a brief rebellious outburst on
the part of the hero. Generally in computer games there is no refusal
of the call, especially when there is only one call. The refusal of
the call is usually reserved for games that place more of an emphasis
on story.
If multiple quests and subquests are
offered, then the game has to allow for multiple refusals. As long as
the main quest is taken care of, some of the smaller quests can be
ignored without any serious penalty. If the hero is given two or more
calls that conflict simultaneously, then it automatically creates
dramatic tension. A well-known example is the choice between good or
evil. The player's actions determine which call has been refused.
In some cases, the refusal of the call
can be seen as a good thing, if the quest involves undertaking
actions that would result in unpleasant consequences, such as killing
innocent people.
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