Quote: Original post by Srekel
So the emotion element has to be implemented as a game mechanic? That is, you're not allowed to make an adventure game which focuses heavily on telling a character-driven story? Like Fahrenheit/Indigo Prophecy, without the "sanity" bar or whatever they called it.
No, you can use it as a basis for your story if you want. Again, you need to be fairly up-front about it - it has to be fairly explicitly laid out in your plot - but it doesn't necessarily need to be a part of gameplay. People just seem to have been tending towards using it that way.