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If there is one conclusion that is
shared among the large number of research publications and game development
books & articles investigating
this subject, it's the following.
The process of creating gaming experiences is complex
and associated with a host of variables that contribute to greater or lesser
extents, depending on the specific situation, player and game. This is also one of the major reasons why experience is vital to a
designer of player characters.
Stats are, of
course, the rules based component, and something we see creatively used in games
today. Integration is more rarely exploited, and the degree varies.
Usually the
background for a character is not well developed in FPSes or CRPGs, with Neverwinter
Nights a good example - we just know that he/she is a hero in training come
to aid the city. Other games like Star Wars: Knights of the Old Republic utilize
background as the premise for the entire game story.
Personality is an
area which is more rarely utilized, possibly due to the existing "blank
slate" paradigm. There are some exceptions - KOTOR has an alignment
system, Call of Cthulhu: Dark Corners of the Earth has an insanity
system, the Final Fantasy series
generally has pretty well-rounded
characters, and most D&D games integrate an alignment system.
These
are all relatively straightforward compared to what is possible in tabletop
RPGs, even when alignment affects NPC reaction. Furthermore often players are
served the personalities of their characters in a passive manner, e.g. via the
way their character behaves during cutscenes (e.g. Beyond Good and Evil).
Role playing
communities tied to specific games, e.g. Neverwinter Nights or RP-guilds in MMORPGs, offer an
interesting contrast - here players often have thorough descriptions of their
characters and utilize these.
In the persistent games, the RP guilds do a lot
to integrate them. This would seem one of the main reasons why people are still
hanging in there. In other words, this
is a strong driving factor in player retention.
In tabletop RPGs,
the players need to create integration and personality from scratch. Some, such
as GURPS, Mutant Chronicles,
Traveller, or Vampire the Masquerade, provide a more or less developed
system for assisting players in creating these features with a rule-based component.
For example, acquiring a good connection in the government costs two character
points. Being a pacifist gives you two extra points (apparently a
disadvantage!), and you may take up to 20 points in disadvantages.
Such systems
do not replace the full image that players can and generally do build of their
characters, but for computer games provide a direct path to integrate such
systems because they are rules-based.
Utilizing Tabletop RPG Character Systems In Digital RPGs
Personality-based
character elements can be integrated in various ways into the overall game
structure. In general, we can categorize a complex character system based on
its depth - i.e. how
detailed and complex the system is - and the level to which it is integrated into the game in
question.
For example, a character personality system could have a rules-based
effect, be used to control content access, or have no in-game effect at all,
being primarily a tool for the player community. We can even integrate a personality
system that operates outside the game mechanics but features its own rules for
character development.
Depth
of system: In general, we can separate between a shallow and possibly
mechanistic approach, where personality/integration elements of the characters
are chosen or generated from a simple system, or a deep system where the effects are embedded in several
elements of the game, e.g. mechanics, story, and other content.
A shallow
approach could be a list of psyche elements to choose from, with each element
leading to a simple rules-based effect. Shallow approaches are not better or
worse than deep approaches, but each offer specific benefits and have different
resource requirements.
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1. Entourage. Characters are often defined by the people they travel with, are assisted by, represent (socially), or are nemeses with. The impact of a character's identity is shaped by his place and symbolic role in the pantheon of the story, so I want to call this the Greek Gods effect.
2. Character arc. What about rolling twice for each character, once for creation and once for his final state once the player completes his development arc? This would force the player to see how his own choices lead him down either pre-destined or novel paths. This also puts his decisions at major story junctures in the spotlight since he would have a reference point for whether he knew himself as well as he thought.
Mass Effect did this in a simpler way that is more realistic for CRPGs where you selected your background from a list of three that differed in terms of career and major historical event. This was later integrated into dialog and really helped with immersion as it made you feel like that history existed (rather than the standard amnesiac waking up with incredible fighting skills but no idea how he/she got them).