Frictional once said that in order to immerse the player and make the player NOT to think they're evil dudes, they make the "monsters" human-like. Probably just sympathy.
Also, Normality is also a factor. In order to immerse the player, Thomas (or is it Jens I forgot) said that the setting must be mundane in order to draw a parallel to the gaming world and the real world.
It was in 10 Ways Evolving Horror Games!
"Veni, vidi, vici." "I came, I saw, I conquered."
(This post was last modified: 04-29-2014, 01:21 PM by PutraenusAlivius.)