Lemarchand sees a human as the ultimate complex system - embedded in other systems (relationships with others, nature, etc) - and designers are challenged to build games that reflect this complexity. In this regard he acknowledges the limits of authored narratives in games like the Uncharted series, but he and his team are always striving to do better.
Lemarchand cited the development of Chapter 16, "Where Am I?" in Uncharted 2 as an example of Naughty Dog's efforts to provoke an empathetic response in the player. This interactive explorative sequence asks the player to follow a Nepalese man named Tenzen through his village, engaging its residents. The player is prevented from running, climbing, or performing combat moves while in the village. Several members of the design team expressed reservations about this sequence, but Lemarchand felt certain it would work because he had experienced its effectiveness in another game.
Chapter 16 in Uncharted 2 was inspired by an indie game: Tale of Tale's The Graveyard. Lemarchand admired the way this game "created space for reflection," and he tried to offer a parallel experience in Uncharted 2. The 'punch' command, for example, was replaced by a handshake animation. An interaction with children results in Drake getting hit by a soccer ball. "Most players never saw these exchanges," Lemarchand noted, because they aren't accustomed to looking for such possibilities. Such experiential sequences will be a big part of the forthcoming Uncharted 3.
La raison d'être d'un de mes passages préférés dans Uncharted 2. L'article au complet est très intéressant et résume la conférence de Lemarchand intitulée : "Beauty and Risk: Why I Love Indie Games."