Quote:Original post by CIJolly For the topless issue in general, if you want to have partial or total nudity depends on whether it adds or subtracts from the world you are creating, and if you want that type of publicity for your game. |
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Quote:Original post by EDI In short, is your game about nudity? if not, don't bring on all the problems that nudity can bring to a game unless there is a VERY VERY good reason for it, just throwing it in on a whim could end up being a stupid and costly feature. |
I'm just not sure I understand why such a different outlook is taken on games than movies. I am indeed making my game in the spirit of R-rated sci-fi and horror movies, so my project's relationship is very close. Creating an R-rated sci-fi or horror movie these days is a good thing (at least in the US), as most people see anything less as not-daring enough to be worth their time. It's very strange that designers are not pushing games to be at this equal. Instead, we seem to be frightened into submission. Now that games actually have rating systems, you would think we could move on and stop worrying about such things. Games even have the massive added bonus of being capable of disabling nudity or bad language if someone is offended by it, making it seem like games would be even more daring than movies, not less.
Was The Matrix: Reloaded about nudity? Not even close, but there were still topless ladies dancing in Zion.
Quote:Original post by CIJolly Another interesting issue is the fact that it is a roll playing game, and there are a few forth wall issues there. One is that the NPC's may not want the player character to see them topless. Thus the player shouldn't be able to see them topless. So a #3 would be a good idea to prevent that. |
That's a very good point. I suppose that in such a case, trading clothing without swapping them would not be realistic. In a real life scenario, the character would be handed new clothing, go somewhere and change, then return with the old clothing. But this could become a serious annoyance in a situation where you might want to modify or use the clothing temporarily. You would have to buy temporary clothing for the character to wear while you fiddled with it. So yeah, #3 is needed.
Quote:Another is that the a male player could be roleplaying a female (or vica verca). Is it right to let him oggle him/herself? Or to have the players avatar detached from the player by being embarrassed about having the player see her topless? It's certainly a weird issue. |
Ogling is actually something I want to avoid. In my opinion, nude dancers are far less interesting (distractive) than seeing normal every-day ladies (well, normal everyday sci-fi warrior ladies) in the nude. I really would not want to force such things every time armor needs changed. We're talking polygons here, but that doesn't necessarily make them less distractive.
Quote:There are interface issues as well. What if the player wants to sell the armour the character is wearing? KOTOR and Neverwinter Nights gave the player the choice of wearing nothing (with automatic underwear), which broke immersion and realism a because there was no role play reason for the characters to be in their underwear (apart from the torture scenes). |
Yet another extremely good point. Fortunately for me, my (future) world will be pretty sleazy anyway. There will be many people wearing revealing clothing, so someone in underwear won't stick out very much at all.
Quote:The other option was for the player to manually equip clothes with no armour or gameplay value, which players didn't do because it was too much effort to put on. |
[off topic so feel free to skip over]
This serves some purpose in my project. One is similar to Hitman, where the player and his lackies can dress up to take on certain missions. Business suits or janitor outfits, whatever the player thinks may work the best to get a job done. Clothing style attributes are scripted, and so NPC reactions can change depending on the levels of such attributes in certain situations. That means the player "fits in" differently depending on the levels of those certain values.
The style elements also control how you are initially judged by NPC characters, which controls how you must deal with them. A character wearing beach shorts and a T-shirt is seen as friendly and non-threatening, where armor or a business suit will put them on edge. This will need to be reflected in the player's dialog choices. A businessman will usually not get as much of what he wants by trying to be friendly, where a beach dude will not get his way often by trying to cut professional deals. It doesn't really limit gameplay, but it changes how well your dialog works when you play the role of your character.
Quote:Fallout, on the other hand, automatically clothed players who removed all of their armour. |
Fallout was forced to create entirely seperate resources for each armor. Which is most likely why armor wasn't a big part of the game. Every single armor type had to be rendered for every single frame of animation using every single weapon. That's rough. We were lucky to get the amount of armor we did.
Quote:But if your game has sexual content then walking around in your underwear may be entirely appropriate at some times, but not others. Would you have the interface detect these times? |
There won't be any sexual content. Or at least not sex itself. But having NPCs react to half-nudeness is actually something I still need to work on. I would need to infuse body parts with clothing style attributes, but those need to mean different things depending on how much of the body is exposed. I'll likely save this headache for later.
[Edited by - Kest on September 25, 2006 8:13:34 AM]