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Found 1 result

  1. So this is a follow up to a prior blog: RPGs and the Age of You Now that we have covered the basics of storytelling, premise and plot, we're going to dive into the concept of Characters, more specifically, the main character otherwise known as the MC among writers, and the Player among gamers. There are many ways to create a MC for a game, it goes in line with creating any character, but if you want the Player to invest and enjoy the MC, there are some things to consider. Motivations are key, but in this day and age, it should be left to the Player as to what motivates the MC. In retospect, one can have a scripted no options motivation for any character, but what really gives the Player freedom in a game, is the ability to make decisions, which goes into that discussion on Options as being essential to any game. Careful consideration should be made for Risk vs Reward mechanics. A simple this or that isn't always enough. Let's consider the following. Say your story is that Bowser has captured the Princess. What truly motivates Mario? Is he her brother, cousin, lover, friend? The relationship of Mario to Toadstool will determine how much Risk he is willing to put in. But if you've seen the movie, you know Mario and Luigi want to marry her. So they are merely admirers, or suitors. But I think that isn't enough of a reason to risk a life, but hey, some people are into head over heals romance. In writing, to really understand a character, we ignore personality traits at first. We look at what motivates them, their goals and desires. So how does this apply to RPGs? Well it does. There needs to be a reason why the player is willing to invest and risk their character for some goal. If the reward were say, becoming a Jarl, I think most people would be willing to slay a dragon. Or if the reward was as simple as a lofty amount of gold, that could be used to buy that super special magical armor they need for the final boss, it gives the player a motivation in preserving their character's life, and narrowing the risk involved in getting the ultimate reward. Motivations should consider the following: What is the desirable outcome for a story that involves the MC? What does the Player want to see of their MC? How can it all be achieved? Knowing what a Player wants out of a game is really key. Sometimes, a storyline insists on one thing, and the Player comes to a point where they no longer want to see the end of the game because the storyline has interfered with their desires of the game. The ability to make choices is really important for a Player to shape a storyline. So when dealing with what a Player wants to see with their MC, alternative storylines are crucial. This doesn't mean creating an entirely new universe of storylines, it can be as simple as redirecting the Player to a goal with an alternative reward, or changing NPC behavior based on a decision to depart from the default storyline. It takes time to implement, but the Players will have a more catered gaming experience as a result. Achieving those desires and goals and outcomes are the result of careful planning on the part of the player, and developer. Unfortunately, having choices means more testing on the dev's end. And there needs to be ample provisions for the Player to succeed, if they are willing to explore. Now, the Player will have a much more rich experience if the NPCs are shaped in a similar manner. Every character in a Novel or short story or whatever, has a motivation, that helps drive the plot. Turning points in a RPG for a NPC can be random, or based on player interactions, or outcomes of events, or if you can think of something else, do it. Turning points prevent our characters from seeming flat, and the Player will naturally make them if the game is well done. I will continue this at a later time, in the next discussion on RPGs and the Age of You: Items, Weapons, and Armors.
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