Dr. Doctor wrote...
The one question that I have for Dave, is how do you go about creating a character like Fenris? Is the major plot of the story hammered out before characters are introduced, or are general character profiles introduced before moving along with the story?
There are two things that need to exist when creating a companion:
1) A place in the story.
2) A hook.
#1 doesn't always happen if #2 is really strong, so sometimes we forget... and then we regret it later on. A place in the story means that there is something going on in the plot (or one of the plots) that is very central to what that character is about. They care about it, so you do too. Plots can be abstract things, especially when they relate to a world you have only a vicarious stake in, so followers serve to personify those conflicts.
But #2 is enough. There has to be a hook-- for me, not the player. Something that I want to say with a character, either a moment I know I want them to have, a twist on a romantic archetype, a
thing that they have which makes me excited to write them. If there isn't a hook, no matter what we do the character will be boring. That can happen, too, in which case you have to
create a hook. For yourself. Nobody else needs to care about it.
For Morrigan, the hook was the Dark Ritual. I knew that moment would exist almost before the rest of the game did. Alistair didn't start off having a hook, and I realized it after I began writing him. He was a distrustful, surly sort and I hated it. So... what to do? I wanted to make his dialogue fun, the sort of person who guys wouldn't hate because he was a buddy. Since I was watching BtVS at the time, it came to me when I was (predictably) analyzing Joss Whedon's method of delivering dialogue. Anachronistic, sure, but could it be done in fantasy...? I wanted to try.
There was a hook for Fenris, but I can't tell you what it is yet. It's a spoiler. The tattoos came later (and, amusingly, before I even saw Jack), but there was an element to Fenris that made me want to write him. His #1 is also significant, which is important as I mandated that every DA2 character would need a #1. It's a more personal story, after all, without a "YOU MUST SAVE THE WORLD NO YOU MUST" thing going on-- and thus the ciphers are that much more important.
Everything else after that fact is just mechanics and plot documents. And finding the voice. That's separate and not always easy, and sometimes doesn't come until you hit the Moment-- which could happen right away or halfway through writing the character.
Modificata da David Gaider, 20 gennaio 2011 - 06:20 .