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Original post by Jotaf
Hmm... I don't know why, but there's something about this explanation of spirits possessing characters that I don't like too much. It's probably the whole problem of indirection and being harder to relate to the character.
Yes, that's one big drawback that doesn't sit well with me. If it's explained outright that you're an Indwelling, you don't get that same since of immediacy that being mortal brings. So I'm again seeing this as a backstory/story problem, because the moment you die and realize that the game has no out-of-game quickload, I think you'll probably not mind that the game includes life after death.
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What about this alternative to keep it simple: Go with bloodlines, but more abstracted, by making the player only know of the member of the family that he's playing with right now, and a couple more. The player would control a member of the family at a time, and nothing more.
The family is considered big enough that it's not relevant to show them all at the same time; this removes the problems associated with having no offspring, waiting for a child to grow, and the conditions in which he/she grows -- because the next member in line simply "pops up" into existance, and you're free to attach whichever story you want to it, as well as age, and stats due to past experiences.
How would you handle these scenarios, though:
- You invest 30 hours into making a character, complete with unique attributes and "just so" balancing and customization. Then that character dies (but there is no quickload). Now everything from the character's name to their unique identity in your mind is lost.
- Family infighting and intrigue and betrayal within a dynasty (brother against brother or child rebellion theme)
- Character customization, stat loadout and leveling
- Collapse and calamity, such as with the collapse of a colony, invasion of an empire, or nuclear war
I'd like to include these aspects in order to really surprise you with wildly different scenarios and challenges. But a fixed family wouldn't work for these problems.
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To help in relating with the new characters, they would all have the same last name (many times the character would be refered to only by this name -- this would have a bigger impact than it might seem at first, because the player is reminded of the connections of this character to the previous ones); and anything common to the whole family would be useful as well, like joint possessions, enemies of the family, and anything that can be carried from one character to the other.
I actually don't mind these aspects, they're pretty cool. But they're technically possible even if you're an Indwelling.
If you can completely integrate with a host and play for long time periods with there being no real difference between you and the host, does your concern with this idea go away? Or does the basic idea just not sit well?