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Topics - Desmond

#1
There's a school of thought which suggests that interactivity and compelling stories are inverse relationships: the more freedom a player has to act within a game, the more difficult it is to keep the player in the realm of a dramatic narrative.  (The exception would be writing dramatic narratives for all contingencies, but there are some things that simply can't be made dramatic, so you'd have to limit the player's exploration that way.)

This got me thinking about main characters.  I've read over and over that for the player to truly assume the role of the main character in a game, the main character needs to be as "ambiguous" as possible to allow the player to project his or her personality onto the character.  This was true with Cloud (Final Fantasy VII) and Crono (Chrono Trigger), neither of whom spoke in their games.

But that runs counter to a lot of adventure titles.  Take Tex Murphy, for example, whose dialog is often wittier and more interesting than anything the player could have come up with.  Many adventure game developers go to great lengths to give their main characters personalities that "we will want to spend time with."  It's almost as though the adventure game's goal is not to bring the player into the game, but to allow the player to be someone more interesting than himself/herself for a while.

My question is this: how defined are your main characters?  Do you go to great lengths to make them very specific and detailed, or do you try to keep them as similar to the player as possible?

How do you think this affects your narrative?  Your interactivity?

For me, my main character is pretty well fleshed out, but not quite so much as the surrounding characters.  I do expect the players to assume his role, though, rather than project themselves into the game.  Having the character really fleshed out has given me a lot of dramatic possibilities for the story, but the game is becoming a "trail of bread crumbs" without a lot of freedom.  Perhaps this is inherent in the adventure game genre, and is requisite to telling a story.

I've seen AGS games go both ways.  My opinion is that Prodigal's main character is pretty amorphous; it's easy to assume he's "like me," and the game story has him act in ways that I would choose to act (trying to seek out my brother even after he's stiffed our family).  Cedric and the Revolution has a main character with a very distinct personality, and I realize that we are very different.  That keeps me removed from the game, in a sense, but it's entertaining enough that I don't mind.

Any thoughts on this?

Sorry for the long post.   :P
#2
It seems that when I read threads about favorite adventure games, I never see Access Software mentioned -- just Monkey Island over and over.

This disappoints me, because my favorite adventure games were produced by Access Software, namely Amazon: Guardians of Eden, and Under a Killing Moon.  (Although I own a copy of Tex Murphy: Overseer, I can't get it to run on my system.   :-[)

I personally loved the story in Amazon, especially.  Even though the narrative and presentation was reminiscent of a B-movie serial, replete with powerful and sexy warrior women, the quest to find Allen was very interesting.  I also liked the sense of helplessness, or of being stranded, that the game conjured up once Jason reaches the jungle.  I'll never forget the airplane scene... "Step to the door, pardner.  You're gonna be divin' like a condor to a corpse."

Oh yeah, and the lovely adventure gaming jab: "The ladder fits snugly into your back pocket."   :D

I also liked the story and atmosphere in Countdown, though the premise is now cliche.  That game was really difficult, though; I need to go back to it someday.   ;)

(As an aside, Amazon was how I found and settled on AGS... I wanted to make an adventure game, and started searching for engines.  A lot of them were out there... but I saw AGS, and saw that Chris Jones was developing it.  Where had I seen that name before...?  Access Software.  I didn't have to look at anything else.  One of the developers of my favorite adventure games had built and released a freeware engine -- what else needed to be considered?)

So, to try and get to "what makes adventure games great," what did you like or not like about the Access Software titles?
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