“I think this explains why certain games get overrated.
Or at least certain aspects of games. Take the first season of The Walking Dead for example. That game did a great job of making you care about its characters, and every chapter featured predicaments and decisions that really got people worked up. Anxiety, fear, regret, and melancholy were frequent visitors during my time with that game. And the game did a fantastic job of strategically spacing emotional story beats right before and after action and exploration sequences. As a result, I’d often be emotionally aroused while searching through cupboards or fumbling through QTE sequences. And like those bridge crossers meeting the woman at the most nerve-wracking point of their trek, I was predisposed to attribute my intense emotions to “having fun navigating dialog trees” or “Looking through every drawer in this dilapidated kitchen.” Even though those sequences sometimes sucked.”