Staredit Network > Forums > Games > Topic: Main Character Design
Main Character Design
Apr 2 2009, 8:32 pm
By: ClansAreForGays  

Apr 2 2009, 8:32 pm ClansAreForGays Post #1



I was looking through some of my really old papers I've saved and found this. It was back when I went to DeVry for Game Programming, and this was a course focused on design. This is just a view point that I have on game design. If you like to argue game design tell me what you agree or disagree with:




In a story driven game, it’s always a good idea to have the player look at the main character almost as a mirror. There are three ways to approach this as I know of (please respond if you know more):

1. Give the player a character, with core values (usually the standard virtues) and let him/her 'tweak' it to match their attitudes. This is the most common road taken. FF7 does this, FF8, Legend of Legia, god the list goes on and on. Sometimes, they can go as far as to make alternate endings for each due attitude.

2. Create-o-matic character generator! I'm not really big into these, as my bias will tell. Here you actually get to make a character however way you want! Even yourself, what could be more immersive than that? The problem is that no matter how much time you spend on the limited details you can adjust, the end result will always be a body builder in skin-tight clothes. "Yeah that's totally me". If you decide to make the character at least half representational of yourself, or if the game just doesn’t give you the option (ie freeware MMO’s) to make your character a god, the result is even worse. The create-o-matic then spits out a starved crack whore that has escaped from the circus. It’s really one end of the pole or the other. When you get bored of the game, you find yourself trying to make the sickest character that only a mother could love… if she was drunk. Wait, I haven't started on the story yet! Now you have to guide your little crack whore through the game. In the end you say "Wow, I (the character who symbolizes you) had some unique adventures, and I saved the day in my own way!" You enjoyed the experience so much that you tell your friend to come over, so he could try it too. It’s all smiles until you notice he is the same cool super-buff model you chose. What are the odds?! As the story progresses you realize it's the same cookie-cutter dialogue that you called unique. Does anyone remember playing The Sims (1), and how EVERYONE picked the same the guy with the shades and bleached spiked hair?
This reined is the supreme approach to character immersement
On paper, this looks like the best idea on Earth, but in practice it just falls to pieces.

3. Another biased argument figuring that this is the approach I am probably taking in my fighter.
You choose the character that suits you best from a selection of (hopefully) different characters. One of the only draw backs of this approach is that it often re-enforces stereotypes. The character will embody what the world thinks a person of his/her type consists of.
Anyways, here a player looks the character over, and reads their bio. If something resonates with the player this will become his avatar. This is what I feel selection should be based on. Most of the time though, it depends more on finding the character that isn't exactly balanced and gives the player an edge. Even if the back-story for the character makes her a crack whore circus runaway.
Just to point of the obvious, here are some advantages to using the method over the others:
1. A player can have a unique experience as opposed to his friends.
2. Can learn a lesson, or answer a question that they could be dealing with.




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[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
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