[quote]In Exile wrote...
[quote]Vaeliorin wrote...
Yeah, I recognize the NW Eye.

[/quote]
Awesome. Now it's like old times. You and Sylvius just need to debate scaling.[/quote]
Scaling is good because it means the game is always challenging!

Actually, it doesn't, sadly, as DA was far too easy.
[quote]
[quote]The problem lies in knowing why my character is the way he is. The past is what creates those personal tendencies. What it boils down to, if I'm reading you right, is that you're essentially okay with the game telling you who your character is (as occurs in ME, since the voice actor and voice direction define how your character interacts with others) and I'd rather tell the game who my character is.[/quote]I think I'm starting to see our difference.
To a degree, you're right - I'm fine with the game telling me facts about my character. I don't want to say I am okay with the game telling me who my character is, because to me, past details are not equivalent to who someone is.
To put it anotherr way: I believe it is who you are that influences your reaction to events versus the other way around.
Let's take an example: we have a young child in high school who has been teasted. As an adult, the person does not view themselves as part of the group; the adult is very competitive, and wants to always be set apart from others on the basis of some quality or trait.
To you, as I understand it, the teasing would be a definitive event in the life of the person. The presence versus the absence of teasing could influence them to be a wholly other sort of person. This is why details, to you, are important, right?
I believe that the personality exists independent on such formative events. At birth, I see the majority of personality as already determined. All that life experience does is work as a tether. Birth provides you with your almost fixed position, and different events can move you in slightly different directions.
But in short, the issue for me is that I believe the facts about the character are not as important as who the character is. So it is perfectly reasonable for me (in say DA) to role-play an identical character from two different backgrounds, as it is plausible for me that they could be independently born with the same personality and their formative experiences are not very impotant (aside from minor things, like prejudice).[/quote]
That's an interesting view point. It's one I don't share, obviously, but it's one I hadn't considered. I also find it somewhat depressing (it makes me somewhat sad to think that I'd always be who I am, regardless of how I was raised), but that's neither here nor there. Regardless, that does explain the difference between our viewpoints.
I do think, however, that beyond a certain age (probably early teens at the latest) only fairly major events can make significant changes to someone's personality.
[quote][quote]For example, there's a particular scenario in DA when a non-human character talks to the sisters outside the Chantry in Denerim. The exchange always ends something like:
PC: I'm not ignorant and godless!
Chantry Sister: Of course not, dear. You just don't know anything about the Chant and you don't have any gods.
PC: Never mind.
Now, with a 3rd person narrative, the PC voice is going to determine how your character says that last line, and it might be angry, or sullen, or any of a myriad of possibilities, but it's the developers who determine how your character responds.[/quote]
Ah, see, this is another point where we differ. To me, the deliver of the line is determined by the reaction of the NPC. The only points that I grant misunderstand to be possible are the points where the game acknowledges it. As to why I believe the NPC determines the response of the PC, I'll elaborate as I respond to the following segment.[/quote]
I'll admit, I don't really get this point. I could understand it if you managed to never have a conversation in real life wherein someone misinterpreted what you said, but I find that happens to me fairly frequently.
[quote][quote]In a 1st person narrative without the voice, I have complete control of my character. I know that, for example, my dwarven noble, realizes that he's rightfully lost a verbal sparring match, and is somewhat sheepish in his reply, with a slight delay before he actually answers. My Dalish elf, on the other hand, takes this as yet another insult to his people and culture, and replies in a very angry way.
With the 3rd person, you have to let little details about your character like this go, as you can't control them. Which would be fine, I suppose, if you were given enough detail about the character so that you could understand why the character acted like that, and have a coherent personality that incorporated this. But I've never seen a game that even attempted to give me enough background about my character to understand why they were who they were, so in general, I dislike 3rd person narrative. It also, in my opinion, hurts replayability, because your character is going to be essentially the same person every time (since the voice director has already determined who he is.)[/quote]
It's difficult for me to properly respond to that particular excerpt because I do not have more context into the conversation. I am assuming that when you speak about different tones in the reply, you are refering to the "never mind." Well, to begin with, the option is "Never mind." versus "Never mind!". The absence of the exclamation point makes it neccesarily a subdued response. I suppose your answer to this is that perhaps you see the dialogue choices as more variable than this (Sylvius is adamant these are not the literal things a character says). I simply do not ascribe to that. What is written is the literal statement that is uttered. If the punctuation is such that the statement is subdued, then the actual statement is subdued.
So I would say there is no possible reason, with a first person narrative, that I could believe "Never mind" is an angry outburst. In fact, "Never mind" per the personality of my character could not possibly be an expression used as an outburst of any sort. The mere wording of it makes it impossible. I am very particular with the phrasing of words - somewhat like you are with character details. To me, certain phrasing in virtue of how they are phrased make certain attitudes impossible. So a "never mind" could never be sheepish on that alone.
So I would say that in this case, I simply do not experience the freedom you are speaking of in the 1st person case. The written dialogue is too defined for that.[/quote]
First of all, yes, I did mean the "Never mind." line. I'd have given more context, but that part of the conversation is the only part I had readily available (I used it as a signature at one point, so I had it written down.)
Huh. It would seem you take punctuation much more seriously than I do. While I generally accept that the content of any given line is determined within the game, as well as the phrasing as long as it isn't too far out of character, I generally ignore punctuation beyond determining whether something is a question or not. I'll add pauses, hesitations, etc., whatever is appropriate for the character.
Phrasing isn't something I think matters as much as you do. I think pretty much any phrase can be used in pretty much any way, provided it's given the right tone. I can easily see "Never mind" being used as kind of a snarled, angry response when someone doesn't actually have an adequate response to someone who has just one-upped them in an argument.
Anyway, I certainly understand your point, though obviously I don't agree.
[quote]
[quote]The problem here, as I see it, is that in a 3rd person narrative, while you may have control over your character's attitude and emotions, you can't know for a certain why the person acts the way they do. [/quote]Ah, but I do. It is because they
are that way. This goes back to the point I mentioned above. It is not the facts about a character that make them who they are, but who they are that determines their reaction to events in their lives.[/quote]
Essentially, nature vs. nurture, with you leaning towards nature and me leaning towards nurture. I get what you're saying, even if I don't agree.

[quote]
[quote]There's always the chance that the game will break your reasoning for why your character is the way he is. For example, in ME, the first time I played it, I played with a Spacer/War Hero character. Now, the blurbs describing the background doesn't give much information, so I decide to play a Shepard who's parents have died, not through any unusual means, just from natural causes. That was something that was important to his character, and influenced how he interacted with others. Now, all of a sudden the game goes and tells me that not only are Shepard's parents alive, but he can just wander into the Normandy's communication center and call them. There goes all my connection to the character, because some of my fundamental understandings of who he is, and why he is that way, have just been shattered.[/quote]I appreciate this disconnect. Like I said above - it is simply a matter of the detail not being relevant. I am quite firmly in the people do not change camp, and see personality as something unbending. Now, to qualify this, what I see as unbending is not a uniform series of traits independent of situation. So if I were to say, Shepard is an extrovert, I do not mean he is always outgoing. What I instead mean is that there is a set of situations where he is always outgoing independent of experience. He could be quite withdrawn at a club party, but the most talkative in the room at a house party (where there is no loud music). This is Walter Mischel's model of personality, and there is a fair amount of empirical evidence behind this kind of situational responding.[/quote]
While I'm not quite in the people do not change camp, I do certainly understand what you're saying. Personal experience demonstrates that everyone isn't going to be the same in every situation (for example, I tend to be very gregarious with groups of people who are close friends, but in any group with strangers I fade entirely into the background.)
Anyway, like I said earlier, I do believe that people can change, but it requires a major event for a significant change to occur beyond a certain (fairly young) age. A betrayal by a trusted friend, tragic death of a loved one, etc.
[quote][quote]I've got to be honest and tell you that, while I understand your point here, it's not an issue I share. Nor do I understand those who object to 3D models. For one thing, I (generally) never took the 2D portrait appearances as literally what my character looked like. I simply went looking until I found a picture that I felt best conveyed my characters appearance, and simply used that.The exception to this was when I built a character from the ground up, working with the portrait as a means of generating ideas about who the character was.[/quote]
I never do the latter - I have a very clear personality and a very clear apperance in mind whenI I play games. It's easily generalizable, but perhaps why I don't appreciate certain features of customization as much as others. [/quote]
I'm not sure I understand you here. Are you saying that you always play the same personality/appearance? If so, I think that's probably part of our disconnect. I play a wide range of characters, and as such, I definitely appreciate a lot of customization. This isn't to say that I have a problem with a fixed protagonist (after all, I think Planescape:Torment is probably the best game ever made) but I have a problem with a fixed protagonist who also has a fixed personality that isn't adequately explained.
Anyway, I don't just build a character from a picture on a whim. I generally only do it when a particular image catches my eye, and I want to use it, and to explore who the person I see in the picture is.
[quote][quote]3-D models I'm more willing to give the benefit of the doubt, but if I can't get an image that I feel perfectly refects my character, it's again something I don't stress about. Whether 2D or 3D, the image that exists in the game is only a best representation of what my character actually looks like, the real image being in my head.
[/quote]
For me, that is not possible. It would be like saying, what I see in the mirror is not my face, but the best representation of my face, the real apperance being in my head. It is simply not possible for me to have what I see as this sort of break with the defined.[/quote]
Well, I'd argue that we all see ourselves differently than we actually appear in the mirror, but that's neither here nor there. I suppose I just don't take games as literally as you seem to.
[quote][quote]I find that interesting. I can't help but wonder how much speculative fiction you read when you were young, and how early you started role-playing, simply because I wonder if that had something to do with how your imagination works. [/quote]
I've never played a pen & paper RPG, if that counts. I'm young (only barely past 20; don't want to give out my real age

) and I came to North America from Eastern Europe more than a decade ago. These things were just not available there. The first RPG I owned was NWN but the first I played legitimately was KoTOR. I'm not a patient person and I didn't care for learning D&D from scratch. I just saw my level 1 character miss 90% of the time, die almost always, and have no useful spells, thought the game sucked and that was that. Came back to it much later.
I was an avid reader when I was young - to be honest, speculative fiction
is all that I read.
What I do think may be at work is that things were not as common in Eastern Europe as they are here. I came from a weathy family, but things were simply not available. My first computer, 1996, only ran MS-DOS and the first video-games I played were Lemmings and Prince of Persia. When I came to North America and say games like Warcraft II and Age of Empires, I was effectively beside myself as to how advance technology was.
Most of the time, toys were difficult to get. I would watch shows on TV, say the power rangers, but they would often be re-runs or out of order, so I would "continue' adventures on my own using lego blocks and such. This is why I personally think I do not like imagination in video-games - once I start imagining something, it becomes my story and I want to direct it in ways that widely diverge from the game. The game is simply incapable of supporting my imagination, so I have to restrict it.[/quote]
That certainly explains a lot. As Sylvius said, it seems that you missed (for the most part) the era when RPGs left most of the details to your imagination. You're used to taking things in game literally, while I'm used to taking things as a best possible representation, so I expect to fill in any of the gaps I think exist with my own imagination. PnP games push me even farther into filling in details with my own imagination, so I just naturally do that with any sort of interactive story medium.
[quote]For example, where it up to me, my human noble would convice the Landsmeet that Alistair, being a bastard, is not an appropriate King. But Anora is a commoner on both sides of the family and a traitor who supported Loghain despite her suspect her husband was killed; in fact, there is no evidence that she did not conspire to kill Cailin and take the throne for herself. Far better to have a Cousland than either a bastard of uncertain parentage or a commoner traitor. Of course, this is not a possible option. But I could run with this, imagine a civil war and a land dividied against the blight.... etc.
But once I do it I can't 'return' to the game, so to speak.[/quote]
I can certainly understand being frustrated with the limited choices. Again, from having played RPGs from such a young age, it just comes naturally to me to want things to go a certain way, even to play it out in my head, but within the game itself work within the confines the game has given to me.
Honestly...I'm beginning to think the entirety of our differences are due to a generational gap.
[quote][quote] I've been reading fantasy (and Choose Your Own Adventure books) basically since I could read, and I would always imagine myself doing things in those settings, or even tagging along with the heroes in whatever I was reading.[/quote]
To me, I took the basic plot setting and created my own world. So I would have my own adventure. Either with the heroes or with me as the main character. But not anchored to their story; my imagination would be the writer and direction. It doesn't play well with others, so to speak.[/quote]
I find this interesting. I can see what you're saying, even if it doesn't reflect my own experiences. I imagine there's some psychological explanation for the way that people's imaginations differ, but I can't even begin to guess at it, so I'm not going to out myself as a moron by trying.

[quote][quote]Anyway, as to your Duncan not dying example...I honestly can't imagine someone doing that. It's one thing to explain away misunderstandings, or potentially inconsistent reactions in conversation, but to rationalize away factual occurrences within the game world goes a bit beyond the pale.[/quote]
Oh, I don't think anyone would. That was just meant to illustrate how inconsistent reactions in the coversation
feel to me . They are incredibly real. And overwriting them using my imagination feels like pretending parts of te game didn't happen. That's why I can't do it and can't really understand it.[/quote]
Ah, I see. To me, these inconsistencies don't ever occur. I always know what my character is saying and how he's saying it, and when the NPC's response isn't what I expect, I just chalk that up to communication being imperfect. But I can certainly see where you're having a problem, since you use an NPC's reaction to determine the tone of what your character said.
[quote][quote]As to your Alistair's parentage example, I would reply that there's any number of times when I've tried to say something sarcastic and someone has taken it the wrong way and ended up mad at me. As such, Alistair's -5 approval (which isn't a tangible thing within the game world) makes complete sense. Attempting to rationalize it in such a way that Alistair didn't disapprove, however, is somewhat nonsensical. You control your character, and only your character, and have to interact with the in game world on it's terms, not yours.[/quote]
Sylvius would disagree with you on that last sentence. His opinion is that you can control other characters, so long as you are faithful to their personality. I thought that was the typical RPG position? Guess not.[/quote]
Yeah, this is one point where Sylvius and I disagree. I don't think I ever control anything about what the other characters in my party do, beyond their actions in combat (and the only reason I do that is because AI is dumb and there's yet to be a good system to issue orders that doesn't involve directly taking control.)
Even in games where I create the entire party, there's almost always one character that I think of as "my character" with the rest of the characters being that character's companions. The only exception to this is games wherein the characters literally can't act without my input (so, turn-based games) at which point I generally consider myself as playing the entire party.
[quote]That being said, it is plausible that the line would anger Alistair, but the fact that the game never recognizes it as sarcastic or gives me an indication of it makes me think Alistair plaid it straight. Like I said: I can only know the tone of things that are said based on reactions to it. This is how I read non-VO. I understand that this is not how others do it, but this is the disconnect I have with silent VO games, and why those PCs are less real to me than in a game like ME.
[/quote]
This is, to me, a weird way to play, but I see what you're saying. You've basically turned over your character's moment to moment details to the writers. I can't do that, because it almost always results in my character not making much sense to me. I just rely on the fallibility of human communication to understand the occasional seeming disconnect.
Anyway, like I mentioned earlier, I'm beginning to think the problem is a generational one. The games of my youth (which completely lacked voicing...the first game I remember having voice was Realms of Arkania:Star Trails. It was also the first game I ever owned on CD.

) raised me to play one particular way, and the games you've played (which for the most part have all had at least some degree of voiceover) have conditioned you to expect something else.
[quote]Sylvius the Mad wrote...
[quote]It is probably one of the most
fundamental aspects of my personality. I cannot role-play something so
alien to me as someone who takes a back seat. So when the game forces me
to do this, I absolutely cannot for the life of me do it. It just
breaks very strongly with my experience.[/quote]
And I have the
opposite problem.[/quote]
I have to admit, I'm with Sylvius on this. Though I'm capable of taking charge and leading, I hate doing it, so I avoid it whenever possible. As such, it's very natural for me to play a character who's more passive. Perhaps that's why it doesn't bother me at all for my character to not be very active physically in conversation (that, and it prevents my character from doing horribly out of character things like Shepard tended to do, such as violently threatening C-Sec officers.)
Modifié par Vaeliorin, 17 juillet 2010 - 12:34 .