Quote:Original post by Way Walker I think this would kill a lot of the emotion and turn it into just another "side quest". The process becomes mechanical and the "family" becomes a factory. Gotta check in every now and then to keep the arrow factory running. Like you said, it's kind of like levelling. Just another side quest.
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I do grant you that it becomes mechanical, but unless there's a gameplay purpose to them, it's not going to stick. I can't tell you the number of people, myself included, that find themselves saying "yeah yeah story blah blah whatever-- what does it do for me in game?" That's not to disrespect the people who really care about the intricacies of how someone or something came to be-- far from it, this is a vital framework. But without some kind of gameplay tie, they're no more than an optionally readable history book.
Quote: If you make me spend time with them then, yeah, I'm going to be pissed if they die. Pissed, not depressed. I'll think of how many hours I spent, not how I'll miss the way she'd great me after coming back from a battle.
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This "way she'd greet me after a battle" aspect would have to be good writing AND some sort of practical tie to adventuring, like free healing. Otherwise, why go back after a battle? Why not go to the hospital, instead?
Quote: I think a good background story, as TheWanderer points out, is the key. Give me background story, then I'll get to know them. Only once I've gotten to know them will I be able to actually miss them for them, not just what they could do for me. You don't want me to think "I'm really missing that kid. I could really use some arrows". You want me to think "I'm really missing that kid. The smile on his face got so big when he'd hand me those arrows he made".
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So what we're looking for is something about a character that's endearing. What things are endearing that can reasonably be modeled in a game (anvil dropped on the head to the first one who says "full 3D photorealistic facial modeling")
I still find myself thinking that this must be focused on gameplay, on things that happen to you, your goals in the game, and things you care about. Since not all who'd play an RPG care about story, it's got to be practical.
If I've got a son and that son is a trouble maker, I might care about that because it's lowering my reputation around town. I won't care about it if the game tells me, "your son stole the false teeth of old widow Isadora." Why? Because no matter how many times it happens, it's meaningless. My son doesn't change. Old widow Isadora doesn't change. I don't change. So what?
Quote: And why just family? Why not friends? Fellow soldiers? Or even the enemy?
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Quote: And backstory shouldn't hurt anything. You can make it optional. So that those who don't care aren't bothered, or those who already know needn't sit through it. You can have whatever you want otherwise (like in FF7, who do you go on a date with?) so long as it stays in character. |
I think the severe weakness of just backstory alone is as you describe: Replay or gameplay focused characters say, "yeah yeah, so what?" That's just too much like business as usual for my tastes.