A Twine piece, created as a prototype to test player empathy towards game characters. Instead of focusing on creating a strong narrative, I instead focused on creating interesting and believable choices. I recorded the choices made by the player to determine where their empathy lies with video game characters.
In this experiment, our protagonist, Kyla, speaks directly to the player. Unlike typical game characters, who follow the player's orders blindly, Kyla questions the player's decisions. This aims to create an empathic bond with the player, creating the illusion that she is a real person.
The prototype comments on players' desensitization towards greed and cruelty by testing whether their priority lies with keeping Kyla safe or acquiring loot., placing her in danger.