In the game 'Mass Effect', Shepard can be seen as in 'loco parentis' to some of the younger crew members. For instance, Shepard has to look out for Tali, a young Quarian. Shepard guides her decisions, protects her from harm during missions, and is a role model for her. Also, in 'Dragon Age: Origins', Alistair can be considered in 'loco parentis' to the Warden in some aspects, especially in terms of moral guidance and combat training.
There are many examples. In 'Legend of Zelda' games, Link often has an implicit 'loco parentis' relationship with Zelda. He is constantly protecting her from Ganon and other threats. He also helps her in her quest to keep the kingdom safe. In a more modern game like 'Stardew Valley', the player can be seen as in 'loco parentis' to the farm animals. The player takes care of them, feeds them, and protects them from predators, which is a form of 'parental' care within the game world.
In a game story, 'loco parentis' can mean that a character or entity within the game takes on the role of a parent or guardian. For example, in a role - playing game, an old wizard might become 'loco parentis' to a young adventurer, guiding them, protecting them, and teaching them skills. This relationship often adds depth to the story, as it can introduce themes of growth, trust, and family - like bonds in the game world.
One great example is the story of 'The Witcher 3'. It follows Geralt of Rivia, a monster hunter, on his journey through a war - torn and magical world. The game's story is filled with moral dilemmas, complex characters like Yennefer and Ciri, and a richly detailed lore that draws players in.
One example could be the 'Legend of Zelda' series. The story often has Link going on a journey where he continuously faces new challenges and discovers deeper secrets, much like a spiral. Each new dungeon or area he explores adds a new layer to the overall narrative.
One of the best game stories is in 'The Last of Us'. It's about a post - apocalyptic world where Joel and Ellie's journey is filled with emotional turmoil, sacrifice, and the exploration of human relationships in a desolate setting. The story makes you care deeply about the characters and their fates.
In a romantic relationship, one partner might be unhappy with the other always being on their phone. Instead of having an argument, they start to plan really interesting dates and activities. When the phone - obsessed partner tries to bring their phone, they are subtly made to feel left out if they use it. Eventually, the phone usage goes down. That's a passive aggressive success.
Imagine a picture of a small village. The first person might begin the story, 'In the quaint village, there was a little girl who had a special gift.' The second person, looking at the picture, could add 'She could talk to the animals that lived in the fields around the village.' Another example could be based on a picture of a spaceship. The story could start 'A shiny spaceship landed in a desolate area. Out of it came strange beings.' And then the next part of the story could be 'These beings were looking for a special energy source that they believed was hidden on this planet.'
One horror story could be when a game dev team was almost done with a project, and then their main coder had a family emergency and had to leave. The remaining team members had to scramble to figure out his code, which was poorly documented, and they ended up delaying the release by months.
One example could be a side - scrolling platformer game story. The character moves from left to right, facing various obstacles and enemies along the way. For instance, in 'Super Mario Bros.', Mario starts on the left side of the level and has to make his way to the right, jumping over pits, defeating Goombas and Koopas, and rescuing Princess Peach at the end of the level. Another example might be a racing game where cars start on the left side of the track and race towards the right finish line, with different events and challenges occurring during the race.
In 'The Lord of the Rings', there are elements of game theory. The different races and characters have to decide whether to cooperate or not. For example, the Elves, Dwarves, and Men had to choose whether to join forces against Sauron. Each group had its own interests and risks involved. If they all cooperated fully, they had a better chance of defeating Sauron, but there were also internal power struggles and differences in goals that made the cooperation complex, much like in a game theory situation.
One common example is in a workplace when a project fails. The marketing team might blame the production team for not delivering products on time, while the production team blames the marketing team for not getting accurate market forecasts. Another example could be in a sports team. If they lose a game, the players might start blaming each other. For instance, the strikers could blame the defenders for not protecting the goal well enough, and the defenders could blame the midfielders for not passing the ball properly.