
The White House level in Splinter Cell: Conviction
Making people care about things in games is hard. Not to say it’s impossible – but when most decisions boil down to ‘save the hostage’ or ‘restart the level,’ it doesn’t exactly fill the player with overwhelming empathy. So it makes sense that developers would constantly be on the hunt for ways to increase their game’s emotional resonance for the player.
Yet while there are plenty of ways to cultivate this feeling, one method – re-creating real-life locales in one-off missions specifically designed to elicit emotion from the player – tends to be leaned on as an option that’s so obviously effective, it’s non-debatable.












