[Article]How to Create Interesting Characters

Post » Tue Jun 12, 2012 2:02 am

Some of you might have read my article about http://j-u-i-c-e.hubpages.com/_esforum/hub/better-looking-characters.

You might also have read my article, http://j-u-i-c-e.hubpages.com/_esforum/hub/roleplaying-skyrim which talks about a few of the things I do while I'm playing to increase my immersion.

Well, I've written a follow up article that brings these two elements together: http://j-u-i-c-e.hubpages.com/_truancyfactory/hub/skyrim-interesting-character-builds.

This article is fairly lengthy (but it has pictures!) and describes many of the techniques that I use when I create my characters. Like my other articles, this shouldn't be considered a definitive guide, but the experience of one person who enjoys doing it and sharing his experiences with others. If you have your own tips and techniques, please feel free to add them in the thread or in the comments section of the article. If you have questions about designing your own characters that the guide doesn't answer for you, feel free to ask here and maybe I or someone else can help you out. I'll warn you right now that I am not a lore buff, so if your question is lore-related I probably won't be able to help you!

And one more thing: this is not an article about different character builds or how to invest your perks or what kind of armor to wear. It is specifically about creating a compelling back-story and personality for your character that will keep you role-playing long after the appeal of a shiny new piece of armor or the amusemant of using a new perk wears off. If it helps even one person, I'll be satisfied.
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Eliza Potter
 
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Post » Tue Jun 12, 2012 2:58 pm

Those were some interesting articles, though not as helpful to me personally because I'm relatively experienced with the mechanics of roleplaying and how to make it work, I could see those being a great boon to newer players interested in trying out roleplaying, or older players who never quite got it right.

My biggest issue tends to be coming up with an 'original' idea for a character in the first place, as most of the themes that appeal to me are things I've already explored.
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Queen of Spades
 
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Post » Tue Jun 12, 2012 8:23 am

It's definitely intended for people who are newer to the genre. I don't expect it would be much help to experienced role-players, though I'd be happy to hear about other techniques that people use.
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cassy
 
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Post » Tue Jun 12, 2012 8:05 am

Maybe you mentioned it in one of your articles, but I find that it really helps me to make a short 'character sheet' in a word document where I can write a little bit about my character's backstory, or record some of his personality traits, idiosyncrasies, etc. Really helps keep track of it all, especially if you have a tendency to not play just a single character exclusively. Bouncing between them, you tend to forget some stuff.
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alicia hillier
 
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Post » Tue Jun 12, 2012 9:34 am

I found this an interesting read. Your comment: "It's a good thing Elsbet isn't consciously aware of the fact that she is exactly like them." reminded me that it's a truism that people dislike in others what they dislike within themselves. Which in turn reminded me that the best fictional characters are psychologically accurate. A lot of your article could be applied to writing characters for fiction, as well.

If I could ask a personal question, I'd like to know if you play in first or third person?
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Danel
 
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Post » Tue Jun 12, 2012 5:00 am

Wish I could slow ingame time on my xbox! Great articles by the way! Perfect for people that are new to rpgs :)
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Rowena
 
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Post » Tue Jun 12, 2012 5:42 am

Maybe you mentioned it in one of your articles, but I find that it really helps me to make a short 'character sheet' in a word document where I can write a little bit about my character's backstory, or record some of his personality traits, idiosyncrasies, etc. Really helps keep track of it all, especially if you have a tendency to not play just a single character exclusively. Bouncing between them, you tend to forget some stuff.
Character sheets certainly seem to help a lot of people. I don't tend to play more than one or two characters at a time myself anymore, so I don't usually have too much difficulty keeping things straight, but a good character sheet can be a really useful tool for fleshing out a character. Thanks for the suggestion.

I found this an interesting read. Your comment: "It's a good thing Elsbet isn't consciously aware of the fact that she is exactly like them." reminded me that it's a truism that people dislike in others what they dislike within themselves. Which in turn reminded me that the best fictional characters are psychologically accurate. A lot of your article could be applied to writing characters for fiction, as well.

If I could ask a personal question, I'd like to know if you play in first or third person?
I actually came to computer RPGs through writing: when I was younger, I spent a lot of time writing stories. I always felt frustrated trying to use words to capture the rich visual images I had when I wrote, so I started looking around at other mediums to express myself in. That's when I got hooked on video games, which was really only a few years ago.

To answer your question: I play from both perspectives. Generally, when I'm just wandering around the wilderness or talking to people, I play in 3rd person. I often switch to first person when I need to do tasks that require coordination, like aiming a bow or picking up an object. I do most of my combat in first person because I like the immediacy of the experience, though I generally find it easier to fight in 3rd person (excluding bows). In spite of this, I sometimes wander around in first person as well, but that's generally when I'm really stuck in Elsbet's head and following her inner monologue.

Generally, I try to give my characters their own space and let them tell me their stories as I go. I don't really identify with them personally, as if they are an alter ego; I really do have the same relationship to them that I have to the characters in my stories. I guess you could say that every character is an emanation of ourselves but my characters are intentionally distinct: they're designed to give me new experiences I wouldn't have if I were just playing me.

Wish I could slow ingame time on my xbox! Great articles by the way! Perfect for people that are new to rpgs :smile:
Yeah, I can't imagine playing an Elder Scrolls game on console, though I got my start with Morrowind on the XBOX. I do buy a lot of my games on console, but never ES titles. Glad you like the articles.
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Elisha KIng
 
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Post » Tue Jun 12, 2012 2:31 am

Awesome articles glad you started a thread with the links in your post, I found them quite interesting. Playing Skyrim is an enjoyable experience; playing Skyrim with this kind of mindset takes it to a whole new level. Keep up the good work!
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Miragel Ginza
 
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Post » Tue Jun 12, 2012 2:02 am

Some of you might have read my article about http://j-u-i-c-e.hubpages.com/_esforum/hub/better-looking-characters.
You wrote that article? I'd like to thank you for that then. I didn't think I'd get the chance to thank you directly. Then I am guessing you also made the http://www.truancyfactory.com/mods/skyrim/skyrim_characters.html as well? Do you think you might be able to take a small request? All I'm asking for is the Female Breton Mage on the loading screen. I saw that you did on Orc from the loading screen, so I was thinking maybe that you might make that Female Breton Mage. I'd greatly appreciate it.
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Rach B
 
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Post » Tue Jun 12, 2012 10:24 am

Excellent article(s).
It's easy for me to get into the rut of just crossing quests off a list and articles like these really bring me back to the reason I like RPGs in the first place. Role-playing.
Thank you.
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tiffany Royal
 
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Post » Tue Jun 12, 2012 8:07 am

Another wonderful article of yours. :wub:
Because my old save games are inaccessible (...again. Will I ever learn?), this is the perfect thing for me right now, when I'm trying to think of a new character. And making my current character more interesting, since I really want to keep him around for a longer time.
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Niisha
 
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Post » Tue Jun 12, 2012 2:34 pm

Awesome articles glad you started a thread with the links in your post, I found them quite interesting. Playing Skyrim is an enjoyable experience; playing Skyrim with this kind of mindset takes it to a whole new level. Keep up the good work!
Glad you enjoyed them. I might be taking playing Skryim to a slightly obsessive level...

You wrote that article? I'd like to thank you for that then. I didn't think I'd get the chance to thank you directly. Then I am guessing you also made the http://www.truancyfactory.com/mods/skyrim/skyrim_characters.html as well? Do you think you might be able to take a small request? All I'm asking for is the Female Breton Mage on the loading screen. I saw that you did on Orc from the loading screen, so I was thinking maybe that you might make that Female Breton Mage. I'd greatly appreciate it.
Thanks for the thanks! :smile: Yes, I can do it, but I have a couple of other requests I'm working on atm, so it won't be right away. The characters from the loading screens are quite a bit harder to do than the characters in the slider db, which is just a simple mod. I've done a couple others already, but haven't had the time to convert them to plugins and add them to the site.

Excellent article(s).
It's easy for me to get into the rut of just crossing quests off a list and articles like these really bring me back to the reason I like RPGs in the first place. Role-playing.
Thank you.
You'll know you've hit gold when role-playing your character is actually more interesting than finishing the quests. The quests are just a tool to get you to role-play but people tend to get stuck in a 'tasking' mentality. It happens to me, too, on occasion, but the moments I remember most are the ones when I was role-playing the most intently.

Another wonderful article of yours. :wub:
Because my old save games are inaccessible (...again. Will I ever learn?), this is the perfect thing for me right now, when I'm trying to think of a new character. And making my current character more interesting, since I really want to keep him around for a longer time.
I'm glad that a few of you are more impressed with my work than I am. :biggrin: I'm glad you enjoyed it. I hope it helps. And always back up your stuff somehow. I lost months worth of writing, mods, textures, models, etc., because of a power outage that lasted all of 2 seconds.
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des lynam
 
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Post » Tue Jun 12, 2012 6:37 am

Well written i'v read almost everyone and it surely helps me a lot personally. However I guess i'm just a lazy gamer? I'v wanted to RP skyrim so badly, yet just find it hard because the game is so big and overwhelming. I suppose once I beat the game as an actual game I can possibly make a second character and RP.
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Jake Easom
 
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Post » Tue Jun 12, 2012 2:40 pm

Like many others have said, this is a very good article for those new to roleplaying games such as myself. I seem to have a bad case of this 'restartitis' and I couldn't put my finger on why I was unable to settle on a character for very long even when I tried to convince myself "this time I'll play it the whole way through". The article has given me a lot more to think about and has helped me generate some ideas, as well as hit the nail on the head on where I may have been going wrong and unknowingly making my characters too two-dimensional.

Not only that but the article has given me motivation to apply my fiction-writing skills to develop a unique character. Thanks for taking the time to write this helpful article.
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Javaun Thompson
 
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Post » Tue Jun 12, 2012 6:36 am

Generally, when I'm just wandering around the wilderness or talking to people, I play in 3rd person. I often switch to first person when I need to do tasks that require coordination, like aiming a bow or picking up an object. I do most of my combat in first person because I like the immediacy of the experience, though I generally find it easier to fight in 3rd person (excluding bows).

I'm the same way (except bows, I use 1st person for all combat). I like to be able to see who I'm playing, so that there's a connection that gets established.
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Dagan Wilkin
 
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Post » Tue Jun 12, 2012 12:08 pm

It's interesting that in the "Beautiful Characters" article you only gave creation ideas on humanoid and elven races. No love for the hum-animals. :D

Anyway, nice guides! The one about character personality and background story building was a good read. :)
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jessica Villacis
 
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Post » Tue Jun 12, 2012 11:45 am

Great article. I've already thought of some things that could make my curret character's roleplay more enjoyable.
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Trevi
 
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Post » Tue Jun 12, 2012 1:55 am

Well written i'v read almost everyone and it surely helps me a lot personally. However I guess i'm just a lazy gamer? I'v wanted to RP skyrim so badly, yet just find it hard because the game is so big and overwhelming. I suppose once I beat the game as an actual game I can possibly make a second character and RP.
I have a friend who can't get into BGS games because he never knows where to start. I think sometimes people are so worried about doing everything and seeing everything that they play 'out of character' for most of the game so that they don't miss anything. Once you've seen and done everything, you might feel relaxed enough to just RP, so it might work for you. I have a feeling that's exactly what most people do. BGS games are designed to be played more than once, though, so I wouldn't worry about missing anything. I think Elder Scrolls games are best played on three or four play-throughs with each character focusing on a different area of the game.

Like many others have said, this is a very good article for those new to roleplaying games such as myself. I seem to have a bad case of this 'restartitis' and I couldn't put my finger on why I was unable to settle on a character for very long even when I tried to convince myself "this time I'll play it the whole way through". The article has given me a lot more to think about and has helped me generate some ideas, as well as hit the nail on the head on where I may have been going wrong and unknowingly making my characters too two-dimensional.

Not only that but the article has given me motivation to apply my fiction-writing skills to develop a unique character. Thanks for taking the time to write this helpful article.
I'm glad you found it useful. Resolving to 'play it the whole way through' usually isn't enough. When you have a really interesting character, you don't really have to force yourself to keep playing. You want to keep playing because you enjoy spending time with that character. It's like a good book you don't want to put down. You know why some books are like that? Because they have really good characters and you care about what happens to them.

I'm the same way (except bows, I use 1st person for all combat). I like to be able to see who I'm playing, so that there's a connection that gets established.
I think there are really two different approaches to games like these: players who want to be the hero and players who want to see the hero. I think they're equally valid narrative choices, I just have a hard time taking myself seriously as a hero. :biggrin:

It's interesting that in the "Beautiful Characters" article you only gave creation ideas on humanoid and elven races. No love for the hum-animals. :biggrin:

Anyway, nice guides! The one about character personality and background story building was a good read. :smile:
I'm actually working on a more detailed guide to appearance which talks a little bit more about the beast-races (hum-animals, classic!). I think people use a different standard for defining what constitutes a 'beautiful' animal. People definitely see degrees of beauty in animals (would you rather play a character with a cat-head or a spider-head?) but they're not using the same metric. If you want to design a 'beautiful' Argonian or Khajiit, study reptiles and cats and decide what you like about them. You're not going to make a beast character more beautiful by making it look more like a human, but by making it look more like a perfect specimen of its own species.

Great article. I've already thought of some things that could make my curret character's roleplay more enjoyable.
Glad you found it helpful. :smile:
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Kill Bill
 
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Post » Tue Jun 12, 2012 10:44 am

Great article TM. It's almost exactly how I play Skyrim, but haven't the literacy to describe. I'm on my sixth character right now and they get more well defined with each new one I create. Whereas my first was a go anywhere Nord Warrior/Adventurer, my sixth is an Argonian Illusionist/Poisoner who is not the dragonborn and is in Skyrim to make 1m in gold.

What helps me to roleplay is to think of an endgame for that character. My Imperial is the widow of a General who was betrayed by the emperor and killed by Gen. Tullius. No need to say how that played out.

How do you feel about what many here say is bad for roleplaying: a lack of branching storylines and a lack of infamy?
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Rhi Edwards
 
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Post » Tue Jun 12, 2012 1:01 am

I think that having an endgame in mind is knowing where your character's ambitions will lead them. I can't really say whether it was knowing Elsbet's character or visualizing where she hoped to end up that clarified her narrative for me. It was probably a simultaneous insight.

As far as the lack of branching storylines and a reputation system go, I could probably write another article as long or longer than the one I just published. :smile: More choices and more responsive AI is definitely a good thing from a RP perspective. I'd say that the linearity of the quests is my single biggest complaint about the game.

To a certain extent, you can create variety by being selective about which quests you take on each playthrough. That could give you four or five fairly distinctive characters with different narratives. That alone should be enough to make people happy, but of course it doesn't. :smile:

Let's say you have 2 quests: *-----* and *~~~*. If they're linear, you have at best two slightly different experiences: *-----*~~~* or *~~~*-----*. That's chronological variability, which is a sort of weak version of choice. In a leveled game like Skyrim, on the first playthrough, the enemies will be easier on quest 1 and the loot will be less impressive than they will be on the second playthrough. In other words: although the narrative is the same, the enemies you meet and the reward you receive will be different. Skyrim is basically constructed out of hundreds of these sequences, so there are *technically* a lot of different narratives, but there really isn't any depth. It's like shuffling a deck of cards: every time you flip through them, the cards will come up in a different order, but the overall experience is very similar. If you 'split the deck' along the lines of the guilds, you can potentially create a few different, but shorter, narratives, which is what I usually recommend.

If each quest had ONE alternate, or branch, you will do more than double the number of possible narratives. Observe:

You have 2 quests, each with 2 possible outcomes: *-----*, *~~~*, *--=--*, and *~+~*. Now your narrative can take the following forms:

*------*~~~*
*--=--*~~~*
*------*~+~*
*--=--*~+~*

If you have hundreds of these sequences, your narratives are going to have a lot more 'texture' than they do with 0 branching.

Think about how you currently think about future playthroughs: "This time I'm going to join the Imperials instead of the Stormcloaks" or "This time I'm not going to join the Companions, I'm going to join the Thieves' Guild". The fact that you can think about your next playthrough with this much clarity is almost an indication that the game lacks sufficient variety. You're really only making a couple of important choices about each playthrough. If each of these questlines had multiple branches, you'd have to think about future playthroughs like this: "This time I'm going to join the Imperials and betray them" or "This time I'm going to join the Thieves' Guild and help the current guild master destroy the rival guild instead of trying to take over the guild". That 'and' is important. If every single quest had one alternate ending, you wouldn't even be able to think about future playthroughs as goal-oriented checklists. You'd have to think about designing a character instead and seeing how they choose to finish each quest. There would be too many possibilities to keep in mind at one time. And that's with ONE alternate branch. That's the power of emergent gameplay.

In a way, I think adding additional, rival guilds would do more to enhance the game than making the individual guild questlines longer. If every time you played you had to choose between one of two guilds and had to decide whether to usurp control from within or smash a rival guild from without you'd have a lot more variety. If you have a 'good' and 'evil' version of each guild you'll not only have more choices, but you'll have automatically added a layer of conflict which doesn't currently exist in the game. Making the existing guild quests longer won't necessarily add a lot of variety to future playthroughs though it might make the guild quests a lot more satisfying the first time you play them.

The reputation system becomes a lot more powerful in a world where no matter what guild you choose to join you automatically acquire rivals and enemies. Without those rivals, having a bad reputation doesn't really do much because no one calls you on your actions anyway. If you are too much of a good guy or too much of a bad guy and you have enemies, those enemies will go out of their way to put you out of commission. That's something that could be productively tied to Radiant, issuing death warrants from rival factions when your reputation becomes too high or too low.

As you can see, I have opinions about everything. :blush:
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Kayleigh Mcneil
 
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Post » Tue Jun 12, 2012 5:11 am

I've pretty much developed my own method of roleplaying in-game with it's own rules and what have you. S'pose that guide's good for people who don't know where or how to start, though.
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Kara Payne
 
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Post » Tue Jun 12, 2012 1:00 am

Yeah, these articles would be quite useful for people new to the Elder Scrolls, or less experienced.
most of these i'm already familiar with by finding it on my own through the series.
but a few of my friends could use these o.o

I'm quite alone when it comes to Role-playing in my area.
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Alycia Leann grace
 
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Post » Tue Jun 12, 2012 1:48 pm

TheMagician many thanks in helping us to enjoy Skyrim to its fullest. Excellent articles which once i started reading i was unable to stop even when i felt something tugging at my mind :D

What i find pretty amazing is how Tes 2 Daggerfall had alot of what you revealed in your writings in its character creation and game world mechanics. I remember picking as a disadavantage not using Orc armor because it just felt filthy to do so as if i might catch a disease due to how Orcs were portrayed in Daggerfall. I would also not use kite shields or bows because i considered them cowardly. Then there was the reputation factor where i would choose which groups of people in Daggerfall liked and disliked me to different degrees. Usually scholars loved me because of the rare treasures i would bring back from dungeons while nobles didnt like me as much for the same reason thinking such things belonged to the nobility not some common scholar.

I also find what you were saying about not playing my character as an extension of myself eye opening but in both directions. Yes playing outside myself can make things feel very different and unique with the spark of newness as well as a sense of escape from the real world my real self. Then again i also started realising i could be myself and be even more true more exagerrated to who i am in real life. Instead of being nice to everyone including road bandits maybe i shoud do as my gut in real life tells me by either avoiding them or bringing them to justice on Skyrim levels. Thats when i start thinking is this frame of thought starting to go towards a psychotic path and what makes a character not demented etc.

I will definitely be using your guides to mold my current character and hopefully he'll last for a very long time.

Thanks again for the excellent work TheMagician. It reads like a Skyrim version of Oscuro's Oblivion Overhaul mod.

Hail TheMagician! Blessing us with the power of his words which are as secret tomes of magic! A dictionary of infinite words feeding the hungry imagination.
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lisa nuttall
 
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Post » Tue Jun 12, 2012 11:11 am

.../snip. As you can see, I have opinions about everything. :blush:

You've given this a lot of thought. :P

I like your ideas for adding complexity to single player interactions. One thing with complexity is it ups the ante for chaos theory. I have no doubt gaming will become more complex because there will be better AI in the future, but more variable outcomes will mean gaming companies will need a lot more QA than they have presently. :P

As far as what is and isn't role playing - what's your opinion about someone who wants to play as themselves? If they go to the trouble of making their character look like them and make choices that were their own, is this role playing? It is a very different approach to all that you've outlined so far which tends to heavily rely on the creation of fiction to facilitate immersion into a role play.
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Robert Jr
 
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Post » Tue Jun 12, 2012 4:41 am

I've pretty much developed my own method of roleplaying in-game with it's own rules and what have you. S'pose that guide's good for people who don't know where or how to start, though.

Yeah, these articles would be quite useful for people new to the Elder Scrolls, or less experienced.
I think most of us do develop our own methods as we go, but I think it's interesting to hear about how other people play. Every once in a while you come across a good trick that you haven't thought of.

The guide is mostly for people who are new to role-playing who don't always know how to get started. Some people are so used to playing linear games that they don't understand what they're supposed to be doing in a game like Skyrim. The problem isn't that they lack imagination just that they're so used to being told what to do when they play a game that they think that's how games are supposed to work. When the game doesn't force them to do something they think there's something wrong with the game or themselves. Guides like this are supposed to shake them up a little so they can think about the game differently.

What i find pretty amazing is how Tes 2 Daggerfall had alot of what you revealed in your writings in its character creation and game world mechanics...
Some of the older games just did things better. Partly that's a consequence of the technology: if you don't have to worry about fancy things like dynamic lighting and million-poly models, you can put a little more time and effort into the game design itself. Partly it's a consequence of the market: if the market demands voice acting, you're going to be severely limited in terms of the quantity of dialogue you can produce, and consequently the depth and complexity of the quests. RPGs are a lot more mainstream than they used to be, which impacts the design of these kinds of games as developers scramble to make their games accessible to more players.

I like your ideas for adding complexity to single player interactions. One thing with complexity is it ups the ante for chaos theory. I have no doubt gaming will become more complex because there will be better AI in the future, but more variable outcomes will mean gaming companies will need a lot more QA than they have presently. :tongue:
Or better ways of making sure that things don't get broken. Quests need to be designed in a way that is self-correcting: if a developer forgets to account for some possibility, the quest itself needs to be smart enough to fix the problem. Part of the solution might be forcing validation on quests when creating them in the editor, similar to the way programs are compiled: a test to make sure that quests are not creating impossible conditions or conditions that cause other quests to fail.

Giving factions a motive hierarchy combined with a reputation system would also be a step in the right direction. With Radiant, factions can offer jobs, but they could do a lot more than this.

Factions should have hierarchies of objectives: preserve the current faction leader, eliminate a rival faction leader, protect faction strongholds, attack rival strongholds, locate powerful artifacts, accumulate wealth, recruit new members, etc. Players would essentially earn fame within their own faction and infamy with rival factions by completing faction objectives. (You could make this even more interesting by having sub-factions that simulate power struggles within each faction.)

Motivation hierarchies are more interesting than traditional quests because they depend on the current state of affairs, or world conditions, not quest conditions. In other words: you don't have to make them branching because by definition they are not linear, but granular. There would be no quests to break. The player's actions would simply influence their fame (within their faction) or infamy (with rival factions). If the player performs an action which results in an increase of fame within the faction, the faction leader offers them a commensurate reward. If they perform an action which results in a loss of fame, the faction leader disciplines them (possibly leading to expulsion or even a death warrant). The faction leader's responses would be dictated by the player's gain or loss of fame, not by quest conditions, so it could be very dynamic. If the player finds a powerful item and surrenders it to his faction, his fame goes up. If he kills a member of a rival faction (depending on their attitudes toward killing, of course) his fame goes up. If he recruits a new member, his fame goes up. If his fame goes up too much, rival factions send someone over to intimidate or eliminate him.

This would give the player freedom to create more of his own quests. For example, say that the player discovers a stronghold owned by a rival faction. If the player assaults it and wipes out all of its members, or sneaks in and steals valuable artifacts, his fame within his own faction goes up, and his infamy with the rival faction goes up. His actions might prompt the rival faction to retaliate, however, which might result in the player's fame in his own faction going down for every fellow faction member that is killed by the rival faction. Players would be free to pursue their own objectives without quests and the consequences of their actions would have an impact on the world. A more cautious player might avoid attacking the rival faction stronghold and instead build up his reputation by recruiting new members, donating gold and items, and completing routine tasks like escorting dignitaries or guarding locations. In a way, you could think about the player's faction rank as a sort of alternate 'level' and fame/infamy as a sort of xp that applies specifically to his faction.

All of this, of course, is meant to supplement the existing Radiant system. You would still need 'traditional quests' to execute the main narratives. But it would make executing those narratives easier because it would take some of the burden off of quest design and reduce the number of quests that can be broken. You wouldn't need to design as many 'quests' because there would be alternate activities the player could engage in that provide the player with the same thing that quests do: goals and rewards.

I also find what you were saying about not playing my character as an extension of myself eye opening but in both directions. Yes playing outside myself can make things feel very different and unique with the spark of newness as well as a sense of escape from the real world my real self. Then again i also started realising i could be myself and be even more true more exagerrated to who i am in real life...

As far as what is and isn't role playing - what's your opinion about someone who wants to play as themselves? If they go to the trouble of making their character look like them and make choices that were their own, is this role playing? It is a very different approach to all that you've outlined so far which tends to heavily rely on the creation of fiction to facilitate immersion into a role play.
I think role-playing as yourself is a legitimate form of role-playing, it's just a highly specialized 'character'. I know there are players who play every game as if they themselves were transported to that world. I suspect it's typically an idealized version of themselves, which, to me, isn't a whole lot different from a fictional character. Instead of "what would Elsbet do?" they're just asking "what would I do, if I was this awesome version of myself?" I doubt very many people really try to play as their real self, with all of their real limitations. If you're playing yourself, you don't really need the guide at all, since, presumably, you already know what you're like.
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STEVI INQUE
 
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