Modifié par bobobo878, 19 octobre 2011 - 07:47 .
How did you come up with the personality for your character in a role playing game?
Débuté par
ObserverStatus
, oct. 19 2011 07:43
#1
Posté 19 octobre 2011 - 07:43
Have you ever gone out of your way to invent a personaliy for your character in an RPG, rather than just picking all the options you would do yourself, or just all of the "good" or "bad" options? If so, what inspired the design? Or maybe you have thought of a creative new way to justify always picking the "good" or "bad" choices? For example, my Templar character in DA2 is a mage hunting fanatic with a demented revisionist view of Andrasteism. I created him using elements inspired by Fred Phelps from the WBC and Alexander Anderson from "Hellsing". How did you come up with your characters?
#2
Posté 19 octobre 2011 - 07:50
. In the Fallout and Elder Scrolls series I always come up with the character and it's motives before beginning and try to stay true to it. I found this easy to continue do in Dragon Age Orgins, and did, but less so in Mass Effect due to the Renegade/Paragon system's effects. I ran into similiar issues with other games where it seems only enitrely good or entirely evil paths are required for maximizing your skills. Infamous immediately comes to mind as precluding variety in moral decisions. Sadly it seems the more most video game companies focus on moral decisions and their consequences the fewer the viable and realistic choices for a productive character become.
As to the 'how', to me that comes easy. I often draw from fictional characters I like or people I know and occasionally from famous people.
As to the 'how', to me that comes easy. I often draw from fictional characters I like or people I know and occasionally from famous people.
Modifié par xxSylphxx, 19 octobre 2011 - 07:57 .
#3
Posté 19 octobre 2011 - 08:01
I always plan up a character's personality before making him/her. One example is my canon DAO character 'Darrin' an elf mage. I intially gave him a personality of arrogance, sarcasm and over confidence. When I was presented with dialouge choices because of my character's pre-written personality I would always choose the sarcastic lines. However over the time of the game I slowly progressed his character by making him become more serious about his role as a grey warden, though he was still sarcastic. (especially towards Morrigan and Allistair >
)
I try to do this in Mass Effect, but the Paragon/Renegade system does make it hard at times.
I try to do this in Mass Effect, but the Paragon/Renegade system does make it hard at times.
#4
Posté 19 octobre 2011 - 08:06
I never plan, it just kinda comes to me. Usually the character comes alive in my head after I mess with the character creator (or barring no creator, just by looking at whats available).
Take Saints Row 2 for example. I ended up creating a japanese american girl. From there she evolved from some random punk, into a girl who's family escaped a life of crime in japan, only for the MC to once again get caught up into the underworld via events from SR1.
After hours of playing around with outfits and whatnot, she ended up gaining a japanese "punk" kind of look. Devil horns, purple highlights, corset and open jacket, torn jeans.
That was a fun experience.
Take Saints Row 2 for example. I ended up creating a japanese american girl. From there she evolved from some random punk, into a girl who's family escaped a life of crime in japan, only for the MC to once again get caught up into the underworld via events from SR1.
After hours of playing around with outfits and whatnot, she ended up gaining a japanese "punk" kind of look. Devil horns, purple highlights, corset and open jacket, torn jeans.
That was a fun experience.
#5
Posté 19 octobre 2011 - 08:09
In Mass Effect, one of my FemSheps is a character named geist. I wanted to have a mostly renegade, cold-and-calculating infiltrator. The facial design was based on, well, a ghost. To be honest, most of my characters are either based on myself, or family members. If I role-play outside of a specific character, it generally isn't in a game.
Modifié par DominusVita, 19 octobre 2011 - 08:10 .
#6
Posté 19 octobre 2011 - 08:14
I usually start out with one key motivation that biases their outlook in a given direction, flaws and strengths develop from this point and usually begin to colour everything they see. It is also important to take notice of the their intellectual level and how successful they are at justifying their own beliefs to themselves and possibly others. Almost any position can be argued when the protagonist is clever enough and undermined, while the more cerebrally challenged can stubbornly hold on to absolutes very easily despite whatever facts are levelled at them.
The paragon/renegade system I take on a case by case basis, it would be ideal if a balanced or professional approach was implemented for those who chose to make decisions based on character more than playing the extremes.
The paragon/renegade system I take on a case by case basis, it would be ideal if a balanced or professional approach was implemented for those who chose to make decisions based on character more than playing the extremes.
#7
Posté 19 octobre 2011 - 08:27
I try to come up with a character that will face a lot of conflict, according to what I may know of the story in advance.
#8
Posté 19 octobre 2011 - 08:59
I find it easier to play as an a**hole since I am one in real life.
#9
Posté 19 octobre 2011 - 09:13
My character has a vast improvement, so I can act as I wish.
In the games, I choose different paths to see the outcomes. But, my main characters looks like me in action/conversation ... or a little more harsh. I plan for the next hour during the game.
In the games, I choose different paths to see the outcomes. But, my main characters looks like me in action/conversation ... or a little more harsh. I plan for the next hour during the game.
#10
Posté 19 octobre 2011 - 09:33
I don't plan. I just operate on a "what would I do" mindset.
#11
Posté 19 octobre 2011 - 10:13
Oh yeah, I always plan out what specific type of personality my character will have and it's never like my own personality at all. In Origins for example I like playing human female nobles who are diplomatic and don't have time for any nonsense. Can come off as cold at times but are not heartless either and are ultimately trying to do the right thing. Where in DA2 I like playing slightly snarky male Hawkes that are loyal to their friends but don't much care for playing by the rules. It all depends on the game I'm playing and the mood I'm in when I start.
#12
Posté 20 octobre 2011 - 01:50
I play female characters and pick personalities that I like.
Examples: Tsundere, hot-headed, "shoot first ask questions later"... The list goes on.
Examples: Tsundere, hot-headed, "shoot first ask questions later"... The list goes on.





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