Quote "Ok, but was he really merry?"
Only after a few beers
What makes a "good" Villain.
Personally, I think one of the best examples of a villain is Shylock, from the Merchant of Venice. His venomous attitude and arrogance, combined with his scheming, underhanded nature, makes for a really loathsome character.
The most evil thing about him is that when he tries to have Antonio (the lead character) killed, he does it not for a specific reason like revenge, but simply to vent his anger at the whole world. The way he does it, by actually turning the legal system of venice on Antonio, meaning that everyone will know what he does but will not be able to persecute him for it, is also sheer genius.
The most evil thing about him is that when he tries to have Antonio (the lead character) killed, he does it not for a specific reason like revenge, but simply to vent his anger at the whole world. The way he does it, by actually turning the legal system of venice on Antonio, meaning that everyone will know what he does but will not be able to persecute him for it, is also sheer genius.
"If you go into enough detail, everything becomes circular reasoning." - Captain Insanity
I am currently working on a game that has terrorism and gansters in a city like New York.
(Can''t talk any more)
I think that the most evil people are normal are human.
They believe that what they are doing is right and you should show things from there point of view.
Maybe even play as the bad guy.
Hitler believed he was doing was right.
No one thinks they are evil.
They should seem normal and NEVER show them questioning what they are doing.
They should believe in what they are doing.
Also how about the hero changing the villain.
That will make it better.
I hate always seeing bad guys dying.
They can have a happy childhood.
Bin Laden had a pretty okay child hood I think.
Most people only change there views on life around 15 years old.
Can anyone prove me wrong.
mailto:peadar@coylelj.fsnet.co.uk
(Can''t talk any more)
I think that the most evil people are normal are human.
They believe that what they are doing is right and you should show things from there point of view.
Maybe even play as the bad guy.
Hitler believed he was doing was right.
No one thinks they are evil.
They should seem normal and NEVER show them questioning what they are doing.
They should believe in what they are doing.
Also how about the hero changing the villain.
That will make it better.
I hate always seeing bad guys dying.
They can have a happy childhood.
Bin Laden had a pretty okay child hood I think.
Most people only change there views on life around 15 years old.
Can anyone prove me wrong.
mailto:peadar@coylelj.fsnet.co.uk
mailto:peadar@coylelj.fsnet.co.uk
Take the games "Blood Omen: Kegacy of Kain" and "Soul Reaver" (which is the sequel to Blood Omen). In the firat game, you play as an average being turned into a vampire to get revenge on the person who changed you. Your "villian" was the wretched **** who gave you the choice of being reborn as a vampire, or just dying. You don''t really get to chose but thats not the point. I thought that the villian in there was incredibly stupid.
But in the end, you had a choice: Kill yourself so you won''t become evil and ruin the world or rule the world. You had the choice for yourself and it had multiple endings.
Now, in the sequel "Soul Reaver," you played as a vampire named Raziel who was cast into a dark abyss and changed to a soul taker. Your "villian" was Kain ( the vampire who ruled the world in the end of the first one ). Now thats interesting. The sequel claims Kain chose to take over the world. Kain was your master, and when you evolve before him you are cast away. You then try to get revenge on him.
Whats really great is the fact that you ACTUALLY had the chance to learn of Kains methods. You can understand your enemy.
You can see where he is right, I actually stopped playing Soul Reaver because I loved Kain and refused to kill him.
My point is that [,in my opinion,] the best way to create a villian is to allow the player the chance to feel how they feel, and to understand whats makes them what they are.
Another cool villian was Shredder from Ninja Turtles but I really don''t want to get started with them
Artificial intelligence is the devil... resist intelligent NPC''s
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze long into the abyss, the abyss also gazes into you..."~Friedrich Nietzsche
But in the end, you had a choice: Kill yourself so you won''t become evil and ruin the world or rule the world. You had the choice for yourself and it had multiple endings.
Now, in the sequel "Soul Reaver," you played as a vampire named Raziel who was cast into a dark abyss and changed to a soul taker. Your "villian" was Kain ( the vampire who ruled the world in the end of the first one ). Now thats interesting. The sequel claims Kain chose to take over the world. Kain was your master, and when you evolve before him you are cast away. You then try to get revenge on him.
Whats really great is the fact that you ACTUALLY had the chance to learn of Kains methods. You can understand your enemy.
You can see where he is right, I actually stopped playing Soul Reaver because I loved Kain and refused to kill him.
My point is that [,in my opinion,] the best way to create a villian is to allow the player the chance to feel how they feel, and to understand whats makes them what they are.
Another cool villian was Shredder from Ninja Turtles but I really don''t want to get started with them
Artificial intelligence is the devil... resist intelligent NPC''s
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze long into the abyss, the abyss also gazes into you..."~Friedrich Nietzsche
------------------------------Put THAT in your smoke and pipe it
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