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Posted: Jun 25th 2010 12:13PM Wisdomandlore said

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"The usual response to this dilemma is to create a character who doesn't have a single person in his or her life not visible on-screen. This is accomplished by killing the character's parents and assuming that everyone can suspend disbelief enough so that any and all childhood friends were also killed, hopefully via natural disaster."

I agree with you that that is annoying, if not plain cliche. I remember when LOTRO introduced their generation system, where players can "adopt" one another, so you get title that says, Wisdom, Son of Ayrolen for example. It has to be a player, though, so you can't be Wisdom, Son of Father-Who-Was-Slain-By-Orcs-And-I-Must-Avenge-Him. Soooo many people complained that it ruined their RP, because their parents were slain when they were children. My suggestion was to come up with a more original backstory.

Posted: Jun 26th 2010 1:48AM mysecretid said

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An interesting article, thanks.

I do agree -- the "everybody I ever knew is dead" approach gets _really_ tiresome when every second player you run into has this background. This article gives some good tips for stepping outside the boring cliche approach.

Your article also made me wonder about Star Wars: The Old Republic, of course. Bioware's use of "companion character" options in games like KotOR and the Mass Effect series allows players to effectively choose NPCs to add to their "game lives" who will matter to them as friends, or even romantic interests.

I'm very curious to see just where Bioware plans to take this aspect in SW:TOR.

The success of previous games by Bioware (or even Peter Molyneux's single- player offline game, Fable II) suggests that players do like to have choices concerning their character's extended circle of friends and family -- but that they often need to be _led_ to their choices in-game, and basically told "You can choose this, you know".

In a way, perhaps this is what this article is doing, as well -- explicitly pointing out that there are options beyond "I'm a sole survivor"?

Maybe everybody defaults to the "everyone I knew is dead" cliche because -- up until recently -- games weren't really designed to encourage any other background, and many people fell into a "well, that's just the way these games are" mindset?

I'm thinking that the /impulse/ to have an "extended circle of supporting characters who matter" in games may be there for many players ...

(hence, the popularity of most Bioware rpgs; Fable II; or even the way many fans of Star Trek Online imbue their Bridge Officer NPCs with personality descriptions and backstories, even though the game plays the same, regardless)

... but that many players must be shown -- as in your article -- that the possibilities are now there for them?

Thanks again for the article which obviously set me to pondering!




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