Just found this post, and I usually do identify with the cut-scene characters, they have the basic identity of the character and that’s all I expect from them.]]>
Interesting related example from a recent review of the game “Darkwatch” on Slashdot:
“Gameplay and story are somewhat interconnected. Throughout the game, you’re presented with ‘good’ and ‘evil’ options. Choosing either path nets you new vampiric powers, but disappointingly does not affect the storyline or the game’s outcome.”]]>
Put another way - what is the predominant reason for Anakin’s fall - pride, fear, or jealous love? The answer in the myth is all three (they are inseparable) but perhaps you could inflect the dialog of the editing of the cutscenes and get slightly different endings based on your play style.
At the simplest level: give Anakin three special moves, each of which corresponds to a dark personality trait: 1. the subjugation finishing move (pride) 2. the force-block (fear) 3. the force-grab-their-weapon (eh, jealousy-ish). Make it difficult or impossible for Anakin to win (inflict enough damage, survive) without using one or all of these - aggregate statistics on how often each is used, and at the end of each scene, run the inflected dialog that has to do with the deadly sin corresponding to the player’s play style.]]>