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Posted 19 June 2000 - 08:56 PM
Original post by Landfish
On an archetypal level, the character is so deeply ingrained in the story that allowing a ''choice'' of something as crucial as a personality would be jeopordizing the character, and encouraging flat, one dimensional characterization. Don''t we have enough already?
In fact, the character isn''t just part of the story... she IS the story. She must be the person to serve a very specific funtion because of her own flaws and virtues. If this is not the case, then the character doesn''t seem to "fit" with the story, because there is nothing tying them together. This is how it is with most games, no?
Posted 19 June 2000 - 09:07 PM
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Posted 19 June 2000 - 09:57 PM
Side 3: Free personality. This is closer to the older Ultima''s. You are free to make any decision you like, but you are confronted with the consequences in the game. Playing a different personality makes the game experience different. NPC''s react differently depending on what YOU do.
This is the most desirable form , and also the hardest to implement in computer games. On tabletop, it''s easy, with a good DM/GM, but how do you let the computer simulate this?
Posted 19 June 2000 - 10:20 PM
Original post by Landfish
(BTW, you asked for a hard time, where''s my "thank you?")
Note that I said "stories" and not "existing games". Read the Lineas v. Interactive thread if you haven''t already. My case is that there is no way players can interact with a story in any meaningful way, so why fool yourself? Start fooling the player! If they are convinced they are interacting when YOU are actually still in control, you have done your job. Fallout does this.
Ask yourself, was Diablo any less linear than what I''ve described? Nope. But what I''ve described would be a lot less boring to play, I''d bet.
Also, a distinction... I didn''t say "No descision making, no choice path". I said "No emotional control" which is actually pretty trivial when it comes to the choices that govern most diverging paths.
Madkieth, you must also try to discourage the players in some fair way from violating the personality they set up. Otherwise, you have a ridiculous story. If none of this makes sense, I''ll come back and write it later. It''s 4:30 am where I am. I know I forgot something important.
Posted 19 June 2000 - 10:34 PM
Original post by Paul Cunningham
One trick a DM used to do when trying keep PC''s in alignment was to keep notes on the PC''s character as the game evolved. Why not implement a system like this to CRPG''s. The player starts off as a blank sheet and develops personality/character as the game progresses.
Madkieth, you must also try to discourage the players in some fair way from violating the personality they set up. Otherwise, you have a ridiculous story.
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