AmstradHero wrote...
Okay, that's more reasonable. From your previous posts, it seemed you were suggesting "hey, we would save a massive amount of time and money by including a half-wit character". You don't. You save some, but it's not a massive saving.
Then it seems we agree. Or at least we are now on the same the page.
AmstradHero wrote...
It is not, and should never be, a core argument for a character. I don't believe there's a locked line between time input and output - if I did, I wouldn't advocate so many "flavour" things that most players ignore. It's more than your posts were suggesting big savings from having this kind of character, which simply isn't the case.
I was calling it a low cost character to write, and to give voice over to if IRC. But I might remember wrong.
AmstradHero wrote...
Dog, for example, required a lot more work from animators because finishing the dialogue couldn't just rely on the two standing characters default stage. While you won't have this problem with a Hodor, extra work may be required on facial expressions or animation to help convey the meaning of a sentence above and beyond the simplistic Hodoring - if there's reduced variation in dialogue, then the character could easily seem emotionally disfunctional if something like this isn't done. Dog got "happy bark", "sad bark", "curious bark" subtitles - it would be incredibly condescending and insulting to use "happy hodor", "sad hodor", "curious hodor" subtitles, meaning this needs to be conveyed another way. These are the things you really have to think about in order to effectively and tastefully convey this character. It's really not as easy as "just make the NPC Hodor and you're done."
Of course it shouldn't just be one single sample of "Hodor" that was reused all the time and then just with a subtitled emotion. That would be lame. I imagine when the character have been written then you go through his lines and see what emotions he go through. Perhaps he is often written as being neutral. Then you record a a bunch of neutral "hodor's". Perhaps he is only surprised three times during the game, so you just record one surprised "hodor" and reuse it, or if it is different degrees of surprisement (is that a word?) then you record different degrees of "surprised hodor". Perhaps he often gets angry and to different degrees, so you record the amount that is needed to convey that. And so forth.
AmstradHero wrote...
Yeah, I thought of editing my original post to change that. Saying they have poor characterisation wasn't necessarily accurate, because even a one-dimensional character can have good characterisation. The greater issue is from a mechanics and interaction perspective, it would be very hard to give the character depth. Just like dog is pretty shallow as a character.
Dog is just a dog, so of course that is a shallow and boring character. There is only so many ways you can go with the characterization of a dog. The Hodor on the other hand, is a human and that opens up whole world of possible personalities. A giant of a human that can only speak one word, that wields a war hammer, who like stories, is afraid of drunk people - whatever the writer decides upon. I'm sure the writers can give a Hodor character depht and in cooperation with the animators make him come to life.
AmstradHero wrote...
Sejborg wrote...
If I was the director on DA3 then I would tell my team that they had to include a character such as Hodor.
No. NO. NO. I could not disagree with this strongly enough. Next you'll be declaring "the game must have multiplayer" and "the game must have microtransactions." EVERY decision should be made in support of the game rather than an arbitrary "we must have feature X".
I would never demand the bolded things. I love gaming and I don't want to rape it. The one saying the bolded parts would obviously be the suit from EA.

AmstradHero wrote...
If this character is going to exist, then it must be discussed why this character will be valuable, how they will add to the story and the party and the player's experience. Arbitrarily declaring "X WILL BE IN THIS GAME" is one of the worst things for cohorent and well designed games.
They will do as I command or I will have their heads! For I am the director of Dragon Age 3! Muwhahaha!
Nah... I wouldn't just throw it in their heads and then slam the door and leave. I would discuss my intentions with the team, and let them know what it is we would be trying to achieve.
AmstradHero wrote...
I understand you're saying it should be done from a benevolent "it will make the writers think differently" perspective, but they're the writers. It's their full time job to write. As a director, sure, you can offer up ideas and suggestions and talk through options - but if you start directing and micromanaging them... that's when you get a Brendan McNamara fiasco or a Mass Effect 3 ending. I would never advocate or support this approach.
Yes. The writers are the writers. But the writers are not the animators. And the animators and writers need to put their heads together to make this character work. And in the process of creating this character, they would learn the value of having other kinds of interactions than the typical: "one on one, standing in front of eachother talking". In The Walking Dead you could suddenly have interactions while moving. It was almost mindblowing that my character was walking all the while I was selecting dialogue options and talking to companions. Try and imagine The West Wing without all the walking among all the extras working and going about their own business - instead you just had two characters standing in an office, talking.
Having Merrill standing on the balcony in DA2 just staring, at nothing - it was both incredibly weird and imersion breaking.
Now because the team have to bring this Hodor character to life without using lengthy dialogue, then they would have to come up with something for him to do. They can't just resort to talking. Make him train his sword skills with another companion, have him pick flowers, chop wood, whatever. Imagine if the team saw the value this had. Imagine if this sense of life he expressed without talking was to spread onto other characters. Imagine a camp where Oghren was actually drinking; Leliana was playing a tune on a banjo; Sten was sharpening the sword you had found him. Imagine if the camp was actually alive.
Imagine 
The devil is in the detail. Now add the details!
Renmiri1 wrote...
2 - Yes, he is very very shy, barely talking. He wishes to dissapear when people are near, and his efforts are so sucessful it gets to the point of very few people noticing him and even fewer remembering him
Ehh. A character you barely see or hear. I don't think that will work as a companion.