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As an example, let us consider the character Aragorn
from the Lord of the Rings trilogy.
A shallow approach could specify that Aragorn has a "favored enemy" in orcs
(adopting the terminology from the D&D tabletop RPG system for class
attributes), granting him a bonus to damage them in combat.
A similar approach
would be to define that Aragorn "hates
orcs", which makes him less prone to retreat from combat with them
(this can again be implemented in the game mechanics).
In a system with
more depth, we might define Aragorn as having a high level of "social responsibility". This can
be hard to integrate in the game mechanics, but not impossible.
Furthermore, it
points towards a different option for utilizing this personality element,
namely in the creation of content to
accommodate this personality element, and the direction of content towards characters. We might tailor a series
of quests to Aragorn's player, providing a story-based response to the
character personality.
This can be
problematic in terms of development resource, so a different option is to "tag" the hundreds of
quests generally integrated in CRPGs after the personality/integration elements
of the character system, and direct them to the player content.
This is not as
big a development resource issue as one might believe, since CRPGs generally
have lots of different quests in order to accommodate different player
preferences anyway. Note that this approach does not prevent any players from
accessing any of the content, avoiding redundancy.
As an example, a
quest involving helping a group of refugees would be in line with our Aragorn.
What we need to do is make sure this quest comes to the attention of Aragorn's player. Even if this quest might have been available anyway, the fact that the content
is directed provides a measure of responsiveness to the character generation
choices of the player.
This kind of responsiveness to player characters is one
way of providing a feel of agency. It can be further developed, even in a
simple framework. For example, Aragorn might develop new personality elements
over the course of play - either through the actions of the player, or by use
of a point-buy system mechanic.
Integration
of character elements: The different options for
integration allow different advantages and correspondingly varied requirements
on development resource. Three examples are suggested:
1)
Rules-based system. As a fairly shallow example, consider that a player
selecting the character element "arachnophobia" provides the
character with a rules-based -2 to damage against all arachnids, and five
character points to spend somewhere else. This form for integration mimics the
GURPS system, and provides players a direct use of the personality system.
A point-buy based
system furthermore has the advantage that it allows people to use it as much or
as little as they like, or even ignore it, gaining no special benefits or
advantages.
As designers, we obviously have a challenge of balancing such a
system and provide due consequence to choices - a player may meet twice as many
orcs as spiders, meaning that a spider phobia is worth less. However, game balancing
is a regular challenge in design and these issues can be addressed.
In tabletop RPG
rules systems such as GURPS,
integration and personality components can be defined as advantages,
disadvantages or neutrals, depending on whether they cost character points, or
provide the player with character points to spend on advantages or stats, or
does not alter the balance.
This is just one approach - other tabletop RPG
systems have chosen to use die rolls to determine character histories (Mutant Chronicles) or combinations of
selections and dice rolls (Traveller).
While not fully
realized in either of these systems, one major advantage of tabletop RPG systems
is that they permit a method for players to play the game mechanics better by utilizing
their character elements. In this way, tabletop RPGs encourage both players who
prefer strategic/mechanic challenges as well as personality/storytelling-based
challenges to utilize their character elements.
2)
Content-only system. A personality system could also mean that NPCs who
give you quests related to arachnids try to reassure you they are not that
dangerous (if the NPCs know, they might not realize until they have joined you
in the dank and musty cave...)
This is an illustration of how the game can
utilize the character personality information to modify or direct content. This would appear to be a powerful tool in
providing a personalized experience - the player will realize their choice of
character elements are being responded to.
Note that the
character effects that the game system responds to can be anything -
personality trait, background, a contact etc. (alignment, reputation and past actions
in the game are already utilized to some degree in computer games). Content direction
is one method of utilizing existing content in relation to complex character systems.
Other options include e.g. ambience and environment reactions.
For both 1) and
2) above, a personality generation and response system gives the player an
increased feeling of agency - a higher degree of impact from their choices when
creating and playing their character.
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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).