David Gaider wrote...
As for whether or not a romance could be a "strong" character, that depends on your definition. If your expectation is that a strong male romance should be a leader, then you're barking up the wrong tree -- unless you'd really like one of your party members to take charge of the party and otherwise competing with your Alpha-ness. That might work fine in a novel, but not so much in a game. Think about it.
Wow - you replied to this thread! I'm sort of feeling...shy now. Geh. (Takes issue with acclaimed VG writer's story and said writer responds....embarrassing...)
Well, I guess I was - am - thinking exactly that. I see the limits: PC must drive story, but PC needs to feel part of the story - NPC must believably fall for PC, but NPC must have own personality, etc. If you give the NPC moments of strong personality (stand up to PC re: Loghain, stand up to the eveil Revan, whatever), they seem more solidly a person with feelings and ideas of their own - but then you can't romance them with every possible PC. Make it possible to convince them to follow you no matter what (like the Kaiden-bending in ME), then they feel like they're just the PCs toy.
I guess I still am wondering if it is even remotely possible to make a strong leader-char as a companion for the PC. Perhaps the closest you can get is some sort of Carth Onasi/Bastila thing where the NPC complains/bickers with your leadership most of the game but inexplicably follows you for the majority of the action anyhow. Or perhaps an Ashely Williams thing where you have a strong character who follows due to rank. (Maybe that's it - I just kept thinking of Alistair as outranking the PC, so it just felt so weird to have him following without (much) question.)
I guess such companions *would* put you in the situation of routinely butting heads with one or more of your NPCs - perhaps even occasionally following their lead or vying for the respect of other companions...but I dunno - that sound interesting to me.
I find the writing of video games fascinating, in that you essentially write a story-on-rails that needs to NOT feel like a story-on-rails and that's just a feat. It seems that one of the key parts to that is the companions and given that in so many games the companions just fall in like like rats behind the pied piper, I keep wondering if this is really the only way it can go or if there is some other approach to be had here.
But to quote Alistair - "No please don't hit me!" - I do love the story of DA:O. This is just a musing I've often had as I've played my way through Bioware games.
On another note:
DariusKalera wrote...
mousestalker wrote...
Maybe Alistair is more like Wash? A Wash looking for his Zoe.
On an unrelated note, what this game really needs is Jayne. Zevran is the closest character that comes to him, but ......
He is definetly more like Wash. All the way down to playing with dinosaur toys, or their Fereldan equivalent.
I want to see that scene! Alistair, playing with darkspawn and dragon action figures...
"Curse you for your sudden, but inevitable betrayal!"
(Hmmm...I guess that sudden and inevitable betrayal came from me.)
Modifié par sagequeen, 14 décembre 2009 - 05:16 .