The Walking Dead Video Game

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The game by Telltale known as, “The Walking Dead”, places the player in morally ambiguous situations where the player thinks their actions are responsible (inter(re)activity) and feel that exact responsibility (empathy). An article by Smethurst, Toby, and Stef Craps, “Playing with Trauma: Inter(re)activity, Empathy and Complicity in The Walking Dead Video Game.”, suggests this morel conundrum on how “games [have the] ability to involve the player in the game world through inter(re)activity” (Smethurst and Craps). There lyes a misconception in the game “The Walking Dead” where the player is introduced to believe the players decisions effect a different outcome to how the storyline will turn out.

We must first look at the article by Smethurst and Craps to show how the game pulls the player in emotionally. The article discuses complicity, where inter(re)activity and empathy come hand in hand in engaging the player. The player, more often than none, “feel[s] as though they are complicit in the perpetration of traumatic events” (Smethurst and Craps). The deaths, however, are already planned out and each “is [a result] of the player’s malign intentions or their lack of skill; if [they] succeed, it is because the player has navigated Lee through the game’s levels adroitly” (Smethurst and Craps). The beginning scene of season 1 episode 1, reluctantly, shows there is no way to avoid the whole incident that gets Lee all wrapped up in everything in the first place. Without the
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