Most games with dialogue options allow you to play as a blank slate, being able to transplant yourself into the character so that s/he feels like yourself. It's a good way to encourage player choice, even if it is working within the limitations of the game.
Games like Fallout: New Vegas, Dragon Age: Origins, and several of the 90's CRPGs are great examples of how this can be done well. Other times... not so much.
Certain games, like Mass Effect or Dragon Age 2, try to follow the pattern of the above, but through design choices, lack of multiple dialogue options and the necessity of having a voiced character, the PC becomes less the blank slate, and more the potentially bipolar.
So it got me wondering: if games have made such an effort to promote blank slate protagonists, how well would they do roleplaying as established characters? Like it or not, Mass Effect's Commander Shepard and DA2's Hawke are not you, but themselves. However, the need for the good/evil/neutral choice system means that the character can easily come off as schizophrenic or spontaneous.
I've thought of three games that use the established character and still allowed for moral choices that remain in line with the protagonist's personality. Alpha Protocol, The Witcher, and Heavy Rain.
Alpha Protocol circumvents the bipolar disorder by replacing your good/evil dichotomy with three flavors of asshole, that are easily interchangeable without seeming out of line for the character. The Witcher's Geralt has a wealth of backstory already, which justifies him when he takes more questionable actions. He's done this before, and it's nothing personal.
Heavy Rain, while not technically a roleplaying game, I included because of how varied your choices can get. The perma-death feature, as well as the wealth of options you get concerning how you complete objectives is a great way of promoting player choice while staying within the confines of the game's parameters.
The big challenge with roleplaying an established character is that each one is different. Unlike a blank slate or an open world make your own adventure, you really need to work hard to make your protagonist stand out among the crowd. His decisions have to be varied and yet still fit. It's harder, but I find it more rewarding. It moves beyond the conventional good versus evil major decision, and focuses on the character's thought process and rationalization skills.
Anyone got any other established characters I missed? How do they work in their respective games? Could you think of ways to improve this idea?
Games like Fallout: New Vegas, Dragon Age: Origins, and several of the 90's CRPGs are great examples of how this can be done well. Other times... not so much.
Certain games, like Mass Effect or Dragon Age 2, try to follow the pattern of the above, but through design choices, lack of multiple dialogue options and the necessity of having a voiced character, the PC becomes less the blank slate, and more the potentially bipolar.
So it got me wondering: if games have made such an effort to promote blank slate protagonists, how well would they do roleplaying as established characters? Like it or not, Mass Effect's Commander Shepard and DA2's Hawke are not you, but themselves. However, the need for the good/evil/neutral choice system means that the character can easily come off as schizophrenic or spontaneous.
I've thought of three games that use the established character and still allowed for moral choices that remain in line with the protagonist's personality. Alpha Protocol, The Witcher, and Heavy Rain.
Alpha Protocol circumvents the bipolar disorder by replacing your good/evil dichotomy with three flavors of asshole, that are easily interchangeable without seeming out of line for the character. The Witcher's Geralt has a wealth of backstory already, which justifies him when he takes more questionable actions. He's done this before, and it's nothing personal.
Heavy Rain, while not technically a roleplaying game, I included because of how varied your choices can get. The perma-death feature, as well as the wealth of options you get concerning how you complete objectives is a great way of promoting player choice while staying within the confines of the game's parameters.
The big challenge with roleplaying an established character is that each one is different. Unlike a blank slate or an open world make your own adventure, you really need to work hard to make your protagonist stand out among the crowd. His decisions have to be varied and yet still fit. It's harder, but I find it more rewarding. It moves beyond the conventional good versus evil major decision, and focuses on the character's thought process and rationalization skills.
Anyone got any other established characters I missed? How do they work in their respective games? Could you think of ways to improve this idea?