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Show posts MenuQuote"To create a truly immersive game experience with a compelling fantasy world, you have to populate that world with real characters. Not just characters that behave realistically on the screen, but characters that ARE real to you, the game's creator. The more you know your own characters, the more real they will become, and the more they will help draw the player into your game's imaginary word. It's not enough for your characters to have distinctive speech patterns and tics. They need actual histories, motives, dreams, and secrets. Then they will have real depth with which pull the player in, and your fantasy world will be come a real place that the player loves to visit, and can't wait to get back to when they leave."
Quote from: 'http://ivoryelephantenterprises.blogspot.co.uk/2007/11/notes-from-tim-schafers-2004-game.html';
- Make sure the characters are identifiable
- Blank player characters don't necessarily mean that the player will enjoy them more.
- Not everyone wants the same fantasy character.
- Give the star (Player character) the coolest dialogue
- In a game, you're asking the player to play the main role, as if you were asking an actor to star in your movie.
- Simple, deeply felt emotions allow for players to better relate to the character.
- Characters should develop and grow emotionally.
- Invest time in your characters, don't get sloppy!
- Question your characters, "Am I sure that this is right for the character?"
- Make sure that as the author of the characters, you truly care about them.
- Check to see if the player wants to impress the other characters, that means he or she is interested in your characters.
- Make sure the supporting characters react to the player's actions and choices, this creates an
additional layer of immersion making the characters that much more believable.
- Create a back-story, know more than you show the player.
- What are the character's relationships with the other characters? Remember that even characters should have relationships, even if they are fabricated.
- Don't be afraid to make a personal statement with your game. Games will never become an art
form if you refrain from putting your own emotions, thoughts, or views into the game.
Ways to create your characters/define characters:
- Borrow from real people or people from your life
- Collaboration & research
- Giving full names to your characters can help you think of who the character is
- Character Age
- What would the character say about themselves?
- What are the the characters interests, hobbies?
- What are the character's social networks, who are their friends?
- Have imaginary conversations with your characters.
- Take a previously done character and extract their abstract essence, and apply it to your own character.
Quote from: 'http://faravidinteractive.wordpress.com/2013/01/16/a-lengthy-piece-on-characterization/';"I simply had to accept that players expect to understand computer game characters and their personalities almost immediately. I attribute this phenomenon to the fact that a player has a more direct, intimate, relationship with the protagonist than the reader of a book. While a book reader is merely an observer, a player /becomes/ the protagonist to an extent, and if their motives don't match, the player will experience disbelief and disengagement. It's not a question of sharing moral views or values â€" there are plenty of games that feature “evil†protagonists that most players will likely accept to control â€" but the player must at least feel like they're striving towards the same goal."
Quote"Men wanted for hazardous journey. Low wages, bitter cold, long hours of complete darkness. Safe return doubtful. Honour and recognition in event of success."
QuoteAn adventure is a risky, unusual or exciting enterprise of a hazardous nature with unknown outcome.
Quote from: http://www.polygon.com/features/2013/2/20/4005990/nostalgia-vs-narrative-a-series-of-adventure-game-letters/The key isn't intelligence necessarily, but in first hoovering up every object from the painted scenery into your bottomless pockets (better not miss any!), then inserting them into your situation like keys into opinionated locks (better have the right syntax!). A strange, dead-end evolution where success comes from intuition and common sense, yes, but more-so from clicking around, forever, like a blind man feeling their way down the designer's own gaping colon. Use Baked Potato with Subwoofer. Use Sitar with Cow.
Quote from: http://www.rockpapershotgun.com/2013/01/16/fancy-a-decent-adventure-then-go-for-a-piss/Do you want to be told a good story? That's one of the purest pleasures of the adventure game â€" the embracing of the linear, pre-destined story that someone wants to tell you.
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