Good guy/Bad guy

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12 comments, last by Blue*Omega 23 years, 7 months ago
The game "Blade Runner" did this perfectly in my opinion. You started with a clear goal: Find the evil androids and kill them.

But as you pieced together the puzzles you became in doubt. Differend NPC''s said differend things and suddently it seemed like the androids was perhaps not evil at all but just battleing for freedom and survival. You even became in doubt about the nature of the character you was playing: was he himself a human or an android?

And then ind the end you was free to choose either to fulfill your original goal and kill the androids or try to help them.

The game was made some time ago (1-2 years?) by Westwood. Apparently it never became much of a success as its very very cheap in the stores now (at least here in Denmark).

Regards

nicba
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what if the evil was being evil but for a good cause (ie. Overseer) wouldn''t that make a good story evil w/ morals.
Since the dawn of entertainment the "good guy, bad guy" scheme has repeated endlessly. Don''t think that this was confined early games such as Mario for whatever reasons--movies, books, television, EVERYTHING from the time it started to the present has relied and a hero versus villain set-up. The most important question to ask is directed at you, Blue*Omega:

Why change it?

Just for the sake of being different? Because it would be "cool" to let the bad guys win or to have there be no bad guys at all? I say: Come up with your story/plot/gameplay/whatever BEFORE deciding it''s time to change some cliche (that actually is so broad and flexible that it CAN''T really be labeled as a cliche).

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Changing the future of adventure gaming...
Atypical Interactive
------------------------------Changing the future of adventure gaming...Atypical Interactive
I think that the reason so many games end up having this standard good/bad cliche is that from the moment we enter school we have this ideal placed in our minds. I go to school ''A'' and we hate school ''B'', ''C'' and ''D'' because we play them in basketball.

You have your favorite teams. Your from the USA and you don''t like the French, or your from England and you don''t like the French. On and on it goes... The sociology here is that we are constantly drawing lines that divide us. Some good, some bad. The other fact is that because these lines do exist, it is easier for a designer to incorporate them into their design.

There was another post recently, that discussed the ideal of breaking away from the known is difficult because players expect then norm.

I personally think that if you design a game that has "no sides" per se, you definately need to build the background story right. Explain why there are lines that divide... maybe to get the player sucked in you need to start with a world that was divided and explain why that world is no longer.



Dave "Dak Lozar" Loeser
Dave Dak Lozar Loeser
"Software Engineering is a race between the programmers, trying to make bigger and better fool-proof software, and the universe trying to make bigger fools. So far the Universe in winning."--anonymous

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