Protagonists in video games have often been cut from three cloths. Representative extreme examples are an AFGNCAAP, a Dialog Tree climber, and, well, "normal" characters - lads who have prebuilt personalities and everything, and the most choice who have about what they say and do revolves around their purchasing habits.
jRPGs often mix all three to a weak tea - offering silent protagonists who sometimes maybe get plot significant nods or shakings of the head, while all their constant companions do your talking for you. Frankly, that's combining the worst bits of all three in my book. Bioware is frighteningly infatuated with dialogue trees. Most games place your character in one of these molds, or fail to do something interesting outside of them.
Well, I think we oughta try to assault the status quo a bit with Aduna. What I'm almost certain I want is to allow the player choice in who Aduna is, while maintaining in the narrative that her personality is static. That is to say, the player decides how Aduna's always been, not how she developes as an entity in Ganeden.
What I'm not so sure about is what form this choice should take. I've had three ideas:
1) Direct player choice. Ask at various junctures: what does Aduna think about her potential to control people in Rith? How does she respond to her source's eventual birth and her corresponding termination? How does she view Rith as a whole?
2) Choice by player action. Take some data about how the player's been playing Aduna and Co. and calculate her choices based off of that. On the one hand, that'll allow the aforementioned goal to be implemented all the more invisibly and (possibly) successfully, but on the other hand players may feel robbed of direct control of their avatar - and they may not know how to explore other branches of the plot.
3) Random choice at each juncture, favoring paths as yet unexplored. Not liking this one, as it seems to be just a worse version of 2) - but it's one which resolves my second complaint about it.
What do you guys think about all this? It's 1:00 AM and my sleep cycles a little screwy, so I'm not even sure I'm making sense right now. Anyway!
Ben
Showing posts with label design. Show all posts
Showing posts with label design. Show all posts
Tuesday, March 31, 2009
Saturday, February 21, 2009
The Cure for Hero's Kleptomania
Alright, you know how in all the vidjagames, you take whatever the hell you want from everyone? Hero's prerogative, and all that. Ask TvTropes, if you don't care about today's productivity.
The ideas behind The World Ends With You made me think:
What if we could imprint items to our character by touching people's stuff, but without having to take it?
You walk into someone's house and rifle through their stuff, and then just leave. You are able to conjure to your will a facsimile of that item - and, while we're at it, you can sell the ability to do so for spirit currency or whatnot. This allows all of the crunch of the Adventure Game/RPG mechanic of casual robbery, with none of the distasteful suggestions of amoral action. Also, imagine if the really cool items were locked away in museums, and so the difficulty of getting them is in the convincing their owners to let you get your paws on them, or doing it all Sneakers style.
Man, I wanna make a cRPG now.
The ideas behind The World Ends With You made me think:
What if we could imprint items to our character by touching people's stuff, but without having to take it?
You walk into someone's house and rifle through their stuff, and then just leave. You are able to conjure to your will a facsimile of that item - and, while we're at it, you can sell the ability to do so for spirit currency or whatnot. This allows all of the crunch of the Adventure Game/RPG mechanic of casual robbery, with none of the distasteful suggestions of amoral action. Also, imagine if the really cool items were locked away in museums, and so the difficulty of getting them is in the convincing their owners to let you get your paws on them, or doing it all Sneakers style.
Man, I wanna make a cRPG now.
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