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Original post by Mayrel
Generally, things that look violent are violent. That's because evolution has caused us to see things that are violent as violent-looking.
I'm not sure I totally agree here. Yes, if something has sharp hard enameled protrusions on its hands, head or in its mouth, it's functionally likely there for attack (occassionally for defense). But take the difference between a rat and a mouse. Both are vermin, but mice get more of a pass culturally because a snub nose happens to coincide with infant features. Both rat and mouse can be destructive, can bite and can spread disease, but one's pretty enough to make it as a mascot for a multibillion dollar theme park chain. (Can you imagine 'Mickey Rat' being as popular?)
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What is important here is that a character that is familiar with a peaceful but aggressive looking alien race will not think that alien race looks aggressive. The player does not have the luxury of having been brought up in the world in which the game is set.
In an RPG, the player should see the world the way his or her character would see the world, not the way the player would see the world if the player were actually there. If the character would think that an alien looked friendly, the player should think the same when he or she sees the alien.
Rather than relying on visual stereotypes and clues, I think the best way to handle this is through learning and repeat exposure. Otherwise, to immerse the player, you'll have to use stereotypes.
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This also relates to facial expressions. A human who's never seen a Kragarnian Flabblehop would rightly be confused by its facial expressions (assuming it has a face). On the other hand, if you're playing a Kragarnian Flabblehop, the facial expressions should make sense, whilst a human's body language would be unreadable.
I like the idea in principle, but it would take alot more graphics work than I have the resources for to remove a human's cultural cues from the game. For instance, making a posture of two hands together holding some device pointing at you unknown and unthreatening would take nothing less than graphically changing how the alien player received symbols. That's not visually possible using a common set of art and models.