Labor and Capital
Animation shouldn’t be an underappreciated aspect of game development. Why? The answer is that how you hold your body betrays things like your socioeconomic status. Laborers typically stumble. Capitalists tend to strut. While it may not seem like a big deal, this actually has important implications when it comes to building worlds like the one in Dishonored 2. Social tensions don’t stand out when everybody in the game seems strangely similar. Characters simply aren’t convincing when they don’t walk the right walk. They need habitus. Animation should, in other words, be given every bit as much care and consideration as character models and voice acting by development studios like Arkane. The result would be much richer worlds.