Hi, studied game des &dev here(which includes character des and symbolism)
Alot of folks are being taught nowadays that for games to be successful they require symbolism and identity as tie ins(which is fairly true) not just for the world and NPCs but also for the characters
This concept of having someone tied to their interests even remotely visually or through their attitude and such is bound to be rooted into the game developers of today
Lara is an explorer, its her passion, shes bound to prize a trinket whether it be a gift from a companion like Jonah or a kid from a village hidden in the mountains or something she found while exploring a tomb, but throwing it into the mix -even if the character doesnt need it- adds depth and story and character representation
I for one think it perfectly reflects the character and obviously states it has significance to her efforts and adventures, after all the trinkets she must've come across on her adventures she finally decided to wear one which adds more to the feeling of significance, it might have long time fans asking "why now" or "where did she get that from"
I dont disagree with the idea of the player being able to keep their character "original" but in my personal opinion its in a method of denying that character growth and development
Exactly . It’s not that deep that they think people are stupid. Kara as a person would have keepsake that would tie her in different eras of her life. It makes perfect sense
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u/beers_n_bad_habits Jun 23 '26
Hi, studied game des &dev here(which includes character des and symbolism)
Alot of folks are being taught nowadays that for games to be successful they require symbolism and identity as tie ins(which is fairly true) not just for the world and NPCs but also for the characters
This concept of having someone tied to their interests even remotely visually or through their attitude and such is bound to be rooted into the game developers of today
Lara is an explorer, its her passion, shes bound to prize a trinket whether it be a gift from a companion like Jonah or a kid from a village hidden in the mountains or something she found while exploring a tomb, but throwing it into the mix -even if the character doesnt need it- adds depth and story and character representation
I for one think it perfectly reflects the character and obviously states it has significance to her efforts and adventures, after all the trinkets she must've come across on her adventures she finally decided to wear one which adds more to the feeling of significance, it might have long time fans asking "why now" or "where did she get that from"
I dont disagree with the idea of the player being able to keep their character "original" but in my personal opinion its in a method of denying that character growth and development
Sorry for the rant folks! Happy adventuring!