I'm not sure which part you're referring to. Are you talking about the Prologue party? In which case, it's to set the tone. They're not meant to be around long or accomplish anything of note.chikusho said:If all you are going for is offing cliched characters, why should we care that they die?
Do you have a purpose of killing them other than that you like to see heroes lose?
Nah, this is only a small example. Believe me, I had saw far worse than that.........Mikejames said:Mate... I didn't have to read half of that to know that you didn't see a manga so much as you saw a torture porno...SweetShark said:Ok, you know what? I will tell a scene of the manga I remember:
*......snip*
Now I implore you to never inflict anyone with these thoughts ever again.
ShhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhArtemis923 said:Oh, I thought this was going to be about programming and stuffs. I'm a sad programming panda.
Character deaths only matter if your characters are meaningful and will stir enough of a reaction in your audience. They have to be more than just "I'm the guy who uses two swords", or "I'm the anti-hero that finds himself fighting the good fight". The more your characters feel living and breathing, the more attached to them people will be {like the Starks, although personally I hate the lot of the buggers aside from Arya and Ned}.
GRRM kills his characters because nobody is safe in Westeros {except for Jon fucking Snow; "FOR THE WATCH" my big, fat ass. Fuck you, Snow.}
I disagree. It simply means there is no effort going into making them super special snowflakes.chikusho said:Maybe I'm a bit tired and missed part of your layout.
In that case, sure, having a "tutorial" character that ends up killed works. Especially if it puts some meat on the bones of some or the rest of the cast and story.
Also, yes and no. Any character can be reduced to a stereotype the same way any individual can be reduced to a statistic or target group. If you go into creating characters by thinking "I can't avoid stereotypes so I better not fight it" you are doing it wrong. Unless you want to keep things basic and easy to follow with som other hooks to keep interest.
Put short, I would be completely pissed off, would put the controller down, turn the game off, and never turn it on again.Kopikatsu said:Anyway, I bring it up because I want to do something like that. How would you react if the main character suddenly dies 40-70% of the way through the game, and the focus then shifts to an ally or someone else entirely? If it's someone else entirely, then it's likely that most of the original party will have died in this event (But one of them will have become a traitor to save themselves and show up as an antagonist later).
And that's exactly why they SHOULDN'T die. I've put some real effort into getting as far as I have, and to have it suddenly jerked out of my hands and left to spin off out of control while I faff around with some other character with their own agenda is intolerable.Kopikatsu said:Nobody expects the main character to die, because they never do. And I hate that. They will always succeed, no matter what. Whatever odds are stacked against them, they will overcome it. It doesn't matter if it takes five continues, twenty continues, or whatever else.
The fact that people put so much time, interest, and effort into the main character is exactly why they must die. To show the player that truly, nothing is sacred and anything goes.
...Etrian Odyssey-style sounds like a shooter?BeerTent said:If you really hate hero characters, make the game immensely difficult. That'll teach the bastard!
On a more serious note. This seems like a really risky move. As a player myself I probably wouldn't care too much about this new character unless they had a clear objective of completing what the hero couldn't achieve, or a vested interest in knocking off the double-agent. If done right, it could be an excellent twist. Also, a Valve-style cutscene would probably work excellently here. Keep the player occupied. When the player gets injured and knocked down, have the hero drag them off down a hall, shooting at bad guys. When the two thinks they're safe, have the player witness the scene. Maybe the player is powerless to fight back, as they're trying to get their sidearm... Out of ammo... When the bag bad guy comes to betray them, it may be needed that the player goes ahead, Hears a "sorry" and is promptly killed.
This is merely a suggestion. I'm kind of assuming this is a shooter, as it sort of sounds like one.
Those words simply did not register when I read that. I am so sorry. It's my understanding now that I actually look at it, it was a little more like the original final fantasy? Choose your characters, form a party, and then go at an adventure? I'm sure that the characters are a bit more static in where you're going.Kopikatsu said:...Etrian Odyssey-style sounds like a shooter?BeerTent said:If you really hate hero characters, make the game immensely difficult. That'll teach the bastard!
On a more serious note. This seems like a really risky move. As a player myself I probably wouldn't care too much about this new character unless they had a clear objective of completing what the hero couldn't achieve, or a vested interest in knocking off the double-agent. If done right, it could be an excellent twist. Also, a Valve-style cutscene would probably work excellently here. Keep the player occupied. When the player gets injured and knocked down, have the hero drag them off down a hall, shooting at bad guys. When the two thinks they're safe, have the player witness the scene. Maybe the player is powerless to fight back, as they're trying to get their sidearm... Out of ammo... When the bag bad guy comes to betray them, it may be needed that the player goes ahead, Hears a "sorry" and is promptly killed.
This is merely a suggestion. I'm kind of assuming this is a shooter, as it sort of sounds like one.
People keep making weird assumptions like that, so...I'm going to make a quick recording of what I have right now. For an example.
Am I thinking the right character if I were to mention amnesia saving him from a siren and then having his role filled by a replacement female who if memory serves may of been his daughter?Full said:Weeellll... there's a certain popular JRPG from the 90's that did that almost same thing, and it is often regarded as one of the most surprising plot twists that people experience in gaming.
I think my memory is dodgy on this, so take this with a grain of salt.
The reason why that worked, was because it was well, kind of unheard of, but why I think it worked was because it was in the middle of a battle that was super hyped up. The battle wasn't hard, but it had a final stage feeling and it was incredibly drawn out. You felt tired comparing stats and watching animations play out. You were lining up stats, timing attacks, all the usual, when out of nowhere your party get's there ass kicked and the main character just kind of offs themselves to save their party, and because of how drawn out the battle felt, the main character just went ahead and said fuck it.
I'm definitely remembering that wrong, though, but that's how I think it might work. Make the player feel as worn out as the main character, have them feel connected at that last moment, even if the player didn't like them. I would for sure get the feels.
But anyway yeah, I'd totally play that. I wouldn't pre-order it though, I'm sorry.
Two things.Kopikatsu said:Or, I could make a game where it starts cliche and the protagonist is given power, and then asked to save the world...at which point they stab the quest giver in the stomach and go on a journey to enslave the world and use that as the test game. I might make a new thread if I can't work a poll option into this one.
Edit: Either way, I'm probably going to end up calling the game 'The Final Hours'.
sounds like Soul Nomad's Demon path. You can probably have a lot of fun designing the game from the other perspective.Kopikatsu said:Or, I could make a game where it starts cliche and the protagonist is given power, and then asked to save the world...at which point they stab the quest giver in the stomach and go on a journey to enslave the world and use that as the test game. I might make a new thread if I can't work a poll option into this one.
Edit: Either way, I'm probably going to end up calling the game 'The Final Hours'.
See...BiscuitTrouser said:Stuff
That is where I would draw inspiration from. Soul Nomad is my favorite game of all time and I strongly suggest anyone with a PS2 to pick it up. Or buy a PS2 if you don't have one, because why the hell wouldn't you? It has the biggest and greatest library of any console. It would be somewhat less comedic as I'm not very good at writing comedy, but I'm doin' my best.Ryotknife said:sounds like Soul Nomad's Demon path. You can probably have a lot of fun designing the game from the other perspective.Kopikatsu said:Or, I could make a game where it starts cliche and the protagonist is given power, and then asked to save the world...at which point they stab the quest giver in the stomach and go on a journey to enslave the world and use that as the test game. I might make a new thread if I can't work a poll option into this one.
Edit: Either way, I'm probably going to end up calling the game 'The Final Hours'.