Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Lessons on “Attachment” in Game Design from “XCOM 2,” “RimWorld,” and “Darkest Dungeon” Image 4

Features Event Reports
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Shed Tears for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Shed Tears for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Shed Tears for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Shed Tears for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*
Why Do We Cry for Soldiers Who Can Be Replaced Even If They Die? Game Design Lessons on “Attachment” from *XCOM 2*, *RimWorld*, and *The Darkest Dungeon*