romantic character types
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
However, just because I say this doesn''t mean it''s not there, plain to see. Those are all traditional character archetypes, and I have this one to add to the mix-
The Sacrifice- A character who doesn''t qiestion love despite agression, hatred or any other barrier. Will sacrifice anything, no matter the cost, for his/her love of another.
quote:
Original post by OoMMMoO
You should not try to characterize things, when you characterize things you begin to forget about the other types that you did not characterize. When you come up with a chracter dont let that chracter be part of a chractization let it be his or her own character.
It''s part of my personality type to try to analyze and classify everything, and my writing process doesn''t work unless I know who my characters are when I start.
quote:
It makes the game a whole lot better if you dont know the character type of the character, before playing the game.
I don''t know, when I buy a book or a game I like to read the cover first and find out what the story and character motivations are going to be about. How else can you pick the right one to satisfy your current emotional needs?
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

-Chris Bennett of Dwarfsoft - Site:"The Philosophers'' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche



quote:
Original post by dwarfsoft
I agree and I disagree... I think that a character definition needs to be made, but I don''t think that you *should* define your characer. Just put down that characters motivations, history and needs - that way you can define your characer and leave it open for a whole range. This way, it can be classified later, by the people who find it necessary to classify... That is just My Opinion though![]()
I agree that it''s necessary to have a range, thst''s exactly why I want other people''s examples - because left to my own divices I''d only have the few types of characters that I could think of.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
How about -
The all around nice guy,
and what about the mysterious tall, dark and handsome?
Think outside the dodecahedron

-Chris Bennett of Dwarfsoft - Site:"The Philosophers'' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche



Yes, it''s true. Over-adhering to classifications and mechanical observations can ruin a story. You should never do ANYTHING just because it supposedly has psychological signifigance. But also, you shouldn''t go in blind. You should be prepared with your OWN set of classifications to guide you through your OWN story.
Trick is, often you want to take from the methods of others to arrive at your own understanding of a character. In that sense, a thread like this (or what it was intended for) is great... We should really be sharing our thoughts of what is cool, why it touches, and how to make it that way. Can we get back to that?

-Chris Bennett of Dwarfsoft - Site:"The Philosophers'' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche


