Sylvius the Mad wrote...
That's a small prive to pay for greater player control.
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*cut out for brevity*
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That would never work, because the writers can't accommodate every possible
motivation.
A requestPlease do not split up my posts like that.It serves no real purpose and you don’t need to explain how you disagree with every paragraph. If you feel something in particular needs to be addressed, then by all means. But otherwise, please take it all in its context and respond to my entire post and my point rather than individual parts of it.
For clarificationIn this post I’ll use a few phrases repeatedly to explain my point. To ensure clarity of what I really mean I’ll define them here.
With
Integral I mean built in, what the game acknowledges and allows. This stands in opposition to
Inferredwhich is what the player projects onto the game.
With
Story I mean either the entire experience, the game itself, a individual quest or even a single conversation.
With
Player Character (or PC) I mean the character which we have created whereas
Protagonist is the leading
participant of a Story.
My Response ProperAs you say the PC is the Protagonist of their own Story. But this Story is the Inferred one, the entire experience.
This story is a result of the Inferred and the Integral in combination. And it is herein that the heart of roleplaying lie and ultimately this Story is our goal.
But each quest can be seen as a Story of their own; there’s a background, a conflict and a resolution. Just like with the entire experience itself, once our PCs encounter it we project their personality and let them choose (or not choose) according to their motive and quirks and we have the Inferred Story as a result. But there is also the
Integral Story, which is how it is designed “prior” to the addition of your character.
In a Motive-Neutral quest, in the Integral Story the PC is a blank. It does not matter, who the PC is, what background or personality the PC has or why the PC does what the PC does. All this is added in projecting and creating the Inferred Story from the Integral Story. But this also means that the Integral Story will never truly acknowledge the PC. The PC is an agent of achieving the resolution but not an Integral Protagonist.
The most extreme examples are the typical bounties most rpgs provide (for example the Chanter’s Board in DAO or the Item deliveries in DA2). There’s a background, a conflict and a resolution. But the core sum of the PC’s Integral participation is acquisition, completing the objective and then turning it in. Why, how and why doesn’t matter in the design. The PC has no true involvement in the Integral Story.
Of course, Motive-Neutral is more of a sliding scale than a binary value. The quest you gave as an example, the
merchant in Lothering, is good. Unlike the bounties it allows you to actually express your PC beyond choosing not to complete the quest. But again, the Integral Story does not involve the PC in any way other than as an agent of
achieving a resolution. Again the PC is not an Integral Protagonist. The PC is merely an external arbiter, solving an impersonal moral conflict. Of course, to the Inferred Story this does not matter as you pointed out.
A Personal quest on the other hand, is a quest in which the PC is an Integral part of the Story. Here, the Integral
Story relies on that the PC is a part of the story itself and thus a Protagonist. The PC does not come in as an external agent but rather is what the entire quest revolves around.
The Dark Ritual was mentioned before and I think it is an excellent example of this. First of all the quest acknowledges background, in that it acknowledges your PC’s gender, the PC’s relation with Morrigan and, to an extent, whether or not you did her companion quest. Thus the Integral Story acknowledges what your PC is. The conflict is moral but upon expressing your initial stance your character may find their stance challenged,
thus the Integral Story acknowledges your character’s motive. And finally it gives you a consequence for the PC depending on the chosen resolution, thus once more acknowledging the character.
In short, a Personal quest is one where who your character is matters on an Integral level in addition to the Inferred. Whereas in a Motive-Neutral quest, while your PC’s personality is of great importance to which resolution that is picked, it is in no way actually involved in the quest itself.
As I mentioned in my first post, an assumed motive is essential to make a Personal Story. This tie in with the blank PC part of the Motive-Neutral quests, because personal stories are ultimately about emotion and a blank lacks emotion. Hence why I put them in opposition to one another. In order to be a Story about a facet of a person, the Protagonist need to be a person. Motive-Neutral quests assume and care nothing for the PC.
There is value in that and it should by no means be discarded. But it also means that if all quests are designed that way then the game will miss out on many gems of storytelling and at best the Integral Story of the game will be that the PC went from one thing to the other and never really grew, lost, felt or was in any way connected to the world around him/her. The Inferred Story need not be like that, but any personal growth will have to be completely and utterly Inferred and the game will not provide any tools to express that in the Integral Story.
The trick, as you correctly point out, is that a designer can in no way predict any and all possible motivations a PC can have. Nor can a DM in a regular tabletop rpg, but they have the advantage of being able to adapt the plot. And when what the Integral Story allows clashes with what the Inferred story needs there is a very unsatisfying disconnect.
However, if they work with ambiguous motives, they can generally cover most motivations. It’s easy to imagine characters who wishes to live or who doesn’t want the world to burn (by someone else’s hand
anyways) for example. Within these broad motivations you can fit almost any possible PC. Similarily, a story that is about a choice between Revenge and/or the Recovery of something stolen (not necessarily an item, the Cousland-Howe plot is one of these) can also fit a broad range of PCs.
Through working with very basal and loose concepts and fundamental emotions they can provide Personal Stories without imposing much on the player’s freedom in creation of a character. Some Stories might
require a more narrow range of motivations, but this should then be broadcasted so that the player knows what motives this Story will expect from the player.
And indeed, the motives can be (and should be) plural.
The Integral Story (of Personal quests) should thus rather than work with a blank PC, work with a fundamental PC. Not a full character, but a core concept the player is free to fill out as they please or choose to avoid if that fits better. Sometimes, great things are created by their limits and not their possibilities.
However, I am not arguing for solely Personal quests. I am arguing for a mix between Motive-Neutral and Personal quests. A majority where you can act out your character with as little limitation as possible,
and a plurality of quests requiring a more involved role but that cover as many motives as is possible (collectively).
As a point of clarification, whether a quest is Personal or Motive-Neutral has no bearing on if there are one, two or
several resolutions.
And yes, I agree. DA2 did handle this a bit haphazard. Sometimes it worked and sometimes it most definantely did not work. When it did not work it assumed way too much and revealed way too little in advance.
Modifié par Sir JK, 23 mai 2012 - 07:06 .