You clearly have no emotion. If your Father went missing on the same day as you being shot in the head by a stranger. Who would you look for first?
That presumes that I'm using the game as a proxy for my own life. Part of the appeal of RPGs is playing roles other than your own.
Your whole english lit/lang thing isn't working either because I disagree. I had more motivation to find my father than find some guy out of F.R.I.E.N.D.S
That's because the game is relying on you to bring that baggage with you. It's telling you, "hey he's your
father, shouldn't you be worried?" rather than developing that attachment throughout the story (which it can't, because it doesn't have to room to do so). Don't underestimate how hard this is to accomplish. Writers go through whole novels without pulling it off, expecting a game to do it in the first 10/20/30 minutes is hugely unrealistic.
Lastly, the scene were you get shot lasts 5seconds, you are with your father for a good 30mins and spend 17 years with him (in game time)
I pity the fool who disagrees.
Five seconds is all you need. You're confusing length with effectiveness.
Ok, I'll try and explain it another way, from the narrower perspective of RPG writing rather than the fiction writing in general.
First of all, let's rule out players who are treating the game as solely a shooter, or a sandbox exploration game, or a loot simulator. They don't care about the story. What can we assume about the player?
Well, they've probably spent a fair amount of time customizing their character's appearance. They've probably thought of a general outlook on life, they might have an idea of how he or she talks or dresses. Maybe they've come up with an elaborate backstory, maybe they didn't. Maybe that backstory is the player's own, or maybe it's something completely different. They may have imagined their character's family and friends in detail, or maybe they didn't bother at all.
So all we know is that they've spent some time in creating their character and as a consequence, are at least a little invested in him or her.
What then, is the most universal, effective way to start the story? A traumatic event that directly impacts the player character and is likely to provoke strong reactions one way or the other, or an event that relies on an attachment to a secondary character that the player may not have even thought about until then?