Sylvius the Mad wrote...
I don't see how that can even work. If you don't already have the complete character in your head at the start, how do you make your first dialogue choice? On what do you base the decision?
Example Rogue Cousland: Bored, self-indulgent, overprivileged sarcastic guy. Pretty vague, but something of an archetype.
Papa: "Hey son."
Rogue Cousland: "...and you needed me why?"
That was, more or less my first character. From what I can recall, anyway. He was kind of a jerk. So he picked a lot of jerky responses, except when it was more fun to do something else. He also didn't think too far ahead. Some of those elements were added to the character through options the game presented. I don't think allowing the game options to help define a vague character is a bad thing, but that's what I've always done.
Sylvius the Mad wrote...
And if you haven't mapped it all out in advance, how do you maintain consistency?
I find it easier, because the game is actively supplying me with options that attempt in some way to be internally consistent. If I'm playing a very specific and complicated character, half the options will be inconsistent with that design. So I feel like doing that is actively working against the system, as opposed to working with it.
Sylvius the Mad wrote...
A lot of people do.
But think about it. If questions can convey information, then they can convey false information. That means you should be able to lie to me using only a question.
I invite you to try.
They reveal what your character is interested in knowing. Or interested in asking. This allows others to ponder their motives.
Likewise tone and inflection are in of themselves information.
Modifié par Upsettingshorts, 25 février 2011 - 01:29 .





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