Should characters (NPCs) be consistent between different playthroughs of the same game?
My short answer: no, and they already aren't, but first things first. The desire to write this was triggered by some people on other threads dismissing certain lines of arguments as metagaming, implying that because it involves meta-level information, these arguments are invalid. Some time later, the same people expressed a desire to have characters consistent between different playthroughs with regard to certain character traits they express or not. However, the absence of character consistency between playthroughs only becomes apparent if you use meta-level information, which means that if you expect characters to be consistent that way, then meta-level information is not irrelevant to you.
Why is this important?
Well, I think there is a need to discuss how the nature of the story of a typical Bioware game - its nature as a branched story - affects the possible ways we can experience it, the characters in it and the world presented through it. We are used to linear stories and conditioned to think in the categories of linear stories where everything is immutable. Many things are not immutable in a story told through a DA game or an ME game. This leads to a completely new set of different ways of experiencing the story.
Here's an example:
Suppose you play a game with a branched storyline and different companion NPCs plus romance. Your PC gets into a romance with a certain NPC, you make some decisions, and to you utter delight, this story turns out to have everything you ever wanted from a video game romance, and you come to love that NPC and get highly invested in the story. Then you come to a discussion forum, and you realize, had you chosen an alternative branch at some point, the same NPC would have done something you didn't like and even more importantly, through that action expressed a character trait you really despise.
How do you react?
(1) "Oh no, it's all ruined. I can never play that romance any more and I hate that character now"
(2) "Doesn't happen in my game, the character is as is in my game, what do I care about others."
If you react with (1), you are from the traditional school of thought where a character is one unified entity just as in linear stories, and everything the writers have written about them in any continuity also applies to yours. "The character" is seen as the sum of all potentialities, regardless of whether they're realized in your game or not. You may be of the opinion that meta-level information should not matter, but nonetheless it matters to you.
If you react with (2), you are from the school of thought that every playthrough is an alternative universe and that unrealized potentialities do not exist in any given continuity. "The character" is what you experience in a single playthrough only, and others have different versions of them which don't necessarily have the same traits. Meta-level information really doesn't matter to you.
My main hypothesis now is this: Mindset (2) is a more appropriate way to experience a branched storyline typical of a game like DAx. If unrealized potentialities don't exist, you can immerse yourself in a plot branch or character branch, and you have more freedom to shape your experience of the story to your liking. We already talk of "hardened Alistair" and "hardened Leliana" as if they were different characters from their unhardened variants, which in fact, they are. We already have divergent plot decisions, why shouldn't we have divergent character traits as well? The standard response from mindset (1) is "just because a trait isn't expressed that doesn't mean it doesn't exist". Yeah, but it also doesn't mean it does exist. The state of things is free for you to decide. If metagaming really doesn't matter, then information from other playthroughs should have no effect on who the character is in the AU you're currently playing in.
This takes some effort from the players though. I think we should realize that when we play a DA game, we aren't told a story. We are shaping a story within constraints set by the writers. The writers of the game help us to use their game to write our own stories within our own instance of the DA setting. I do not know the DA writers' opinion on this, but they could help players with this by adding more alternative and mutually exclusive elements to the characters which only materialize under specific conditions. This would have the added benefit of pleasing more player bases.
So, should characters (NPCs) be consistent between different playthroughs of the same game? Of course there needs to be enough consistency to establish a character as an individual, but on the whole: no, and they already aren't. Metagaming information should be irrelevant, but most of us aren't there yet.
Responses, comments etc.. welcome.
Modifié par Ieldra2, 04 juillet 2013 - 08:30 .





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