The One?
Do you prefer to make characters who are just one of a broader category, or do you need your characters to be somehow inherently unique and specific and even perhaps famous for something? |
With my characters who have a Damz in their name, they are a part of the true Damz character who all go on their different journies/paths until the time is right for them to be united finally into the one Damz. I have it planned to make this Damz character once the majority of incarnate powers are available, but i am unsure where too the aspects of Damz would fall into.
For example i have an empathy defender which is the aspect of purity to help others, a brute who is on a journey to be able to finally control the rage within, a corruptor as the side which tries to manipulate those around her and many more.
These aspects can take any form or gender but to go back to your original question, i suppose these are both? They are each unique in that there can't be another aspect of the same nature but also the same in that they are [in simple terms] all simply an aspect of a greater character waiting for them all to be united together.
This post was meant to be informative but ended up in a "type out my thoughts" sorry
Edit: Just to give an example of a non-damz aspect, the majority of them do tend to be a character rather than the one and only.
For example my latest character Kasutra is simple a normal member of the Midnight Squad who i will get to level 50 and alpha slot but will be forced to leave the MS to further his incarnate abilities.
@Damz Find me on the global channel Union Chat. One of the best "chat channels" ingame!
Humm...
Most of my characters in CoH are unique in some ways (apart from a few throw-away characters), but none of them are UNIQUE in one particular way.
From my experience in PnP RPGs, introducing a character that is "THE character" is usually not well received by the other players, so I refrain from making that sort of claim to fame.
Keep NCSoft from shutting down City of Heroes : http://www.change.org/petitions/ncso...city-of-heroes
Sam,
This is a non-issue for me. I have characters that fall into both of your categories, and I never noticed or cared or thought about it before. Thinking about it now, my opinion on my characters hasnt changed. Whether "a" or "the" ... my enjoyment level and attachment seem completely independent and unrelated.
Of course, when I think of "The One" I think of Jet Li.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I'd say I aim to make them unique as characters, not by how they are defined. Mostly because when you try to make them THE of anything, you run the risk of serious toe treading.
I think it boils down to the concept being a vessel for the character, not the other way around. Even my most 'THE' esque character, Nightwalker, who is a Nictus Scientist determined to complete the 'evolution' of the Nictus into higher beings with all their upsides and none of the downsides, is still a character built upon that concept. To make it simpler; he is a character who is built upon a concept but not ruled and defined solely by it.
In other words, I find that characters built purely upon one THE, one immobile concept, tend to be too restrictive. For my tastes, anyway
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Do you prefer to make characters who are just one of a broader category, or do you need your characters to be somehow inherently unique and specific and even perhaps famous for something? |
That said, many of my generic characters acquire back stories that subsequently make them unique after ideas percolate in my subconscious for a while. I usually have an "A HA!" moment where I think "that would be a great concept for character X."
In this regard, my gaming preference parallels what I consider to be the norm for comic book characters in that most seem to be unique in some way. Even members of in interstellar paramilitary organization like the Green Lantern Corps are depicted with unique aspects to their personality or background. That's just good storytelling.
I think the concept of The One is used way too much in fiction, so I avoid it when creating characters. I don't think any of my characters fall under this category.
Agua Man lvl 48 Water/Electric Blaster
"To die hating NCSoft for shutting down City of Heroes, that was Freedom."
Do you prefer to make characters who are just one of a broader category, or do you need your characters to be somehow inherently unique and specific and even perhaps famous for something?
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The uniqueness of my characters can come from how they obtained their powers to what they were before becoming embued with their special abilities.
Normally, my attachment to the character does not manifest itself until after reaching level 20 or above. Then I have a good idea whether this character is "the" one to keep and play to the end.
Current active characters: Dragon Maiden (50+3 Brute SS/WP/PM), Black Widow Maiden (50+1 Night Widow), Catayclasmic Ariel (50 lvl Defender - Kin/DP), Quantumshock (50 lvl Elect/Energy/Energy), American's Defender (38 lvl Tanker - SD/Mace), Spider-Maiden (15 lvl Corruptor - RB/PD) & Siren Shrike (15 lvl Defender - Sonic/Sonic). My entire stable.
For me, I need that hook that makes me want to come back to them because I've made many a character before now that sounds cool on paper (like playing the leader of a division of Arbiters called Recluse's Fist, so named after the 501st Legion) that ultimately doesn't go anywhere.
The ones that become THE characters are the ones that are part homage or come out of a strong visual place. My first blueside character was a myth-based character coming out of Australian Aboriginal mythology, and I honestly had not and continue to not see that done anywhere by other people. I feel particularly happy about that.
I have a Praetorian that I'm levelling up who visually I think is unique and works in a real organic way with the morality choices you get playing in Praetoria; there's a built-in descent and redemption story that can carry him for thirty levels before I even get to Paragon City. And the concept flowed from the setting; there's a strong Roman overtone in Praetoria, and the character comes from there. I'll happily post pictures of him if people are interested, but I feel I just hit on that right combination of visual idea and story.
And I agree with Nova Knight; the character themselves if they're well-written are the unique part, more than anything else.
S.
Part of Sister Flame's Clickey-Clack Posse
Do you prefer to make characters who are just one of a broader category, or do you need your characters to be somehow inherently unique and specific and even perhaps famous for something? |
I don't have a particular preference. Some of my characters are A guy, and some of them are THE guy. It all depends on how their backstory evolves as I create and play them. Since I very seldom have my backstory fully mapped out at creation it can go either direction.
It's kind of a weird approach, but I don't tell my characters who they are. I let them tell me, if that makes any sense.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Do you prefer to make characters who are just one of a broader category, or do you need your characters to be somehow inherently unique and specific and even perhaps famous for something? |
I think the only character I have that falls into all three of those subjects would be my original namesake that I don't really play that much anymore...
Since one of my main goals is finding new people to RP with, I make it a point never to have a character who is THE anything. Within particular storylines in my RP groups, my characters occasionally become "the one to" when something notable happens as part of the story.
Character index
Do you prefer to make characters who are just one of a broader category, or do you need your characters to be somehow inherently unique and specific and even perhaps famous for something?
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The ones I love are THE ONE(s). The others were just characters I made to play the powersets but the ONE(s) are the ones I enjoy playing. I have a warshade I love and I have made a couple others but I just don't care about playing them. I had rationalized it that it was because The One was a 50 and the others were weaker but now I see it was more about the characters themselves, how I think of them in my mind. The One is a "real" character but the others were just weak attempts to recapture my love of The One.
You just signed the death sentence for several of my characters.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
Do you prefer to make characters who are just one of a broader category, or do you need your characters to be somehow inherently unique and specific and even perhaps famous for something?
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My characters mostly started out as fairly every day people. They were not, by and large, special people with special abilities. However, many of my characters experienced some accident or event which made them into a metahuman. Think Bruce Banner, but not always science/technology. This experience or event is something that's one-in-a-million. Either the causal event would likely never happen again, or no one can explain how the character survived it, let alone became a metahuman because of it.
So in terms of background, my characters are often "a character". In terms of an accident, they became "the character". The only person to survive immersion in super-cold coolant that gave them ice powers. The only person to be made into a servant of netherworldly powers and escape. The only person to be given the chance to become the proxy of Anubis.
I do have a few that are clearly one or the other. For example, I have someone who is "a character" who is one of a handful of surviving US-government-funded soldiers with cybernetic augmentation. I have someone who is "the character" who learned how to release his latent psionic abilities to become immensely powerful. But mostly I have someone who started as "a character" who wasn't very special, and became "the character" by quirks of fate.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Many of my characters fall into the broader category, while a few I confess are of the more unique variety. Yet there is cause for both approaches, and I find myself actually gravitating towards the former for the same reason I prefer the 'natural' origin.
It comes to this: unique characters, while having the hook of having a concept that sets them apart from all others, they are also more mundane because that unique snowflake quality makes their ascent to greatness almost fated. Contrast that to a character that is more broad based: They could just as easily be an anybody, even a nobody. It's by training or trying that they find their way to distinction, and without that they'd be just another face in the crowd. Behind them is the thought that if they failed or stopped, they'd sink into mediocrity.
This is a far different narrative than the unique characters who, while special and driven and all that, could do nothing and still stand out.
Of course I wouldn't say all characters are so cut and dried. Many characters have the aspect of having a broader origin, then having something happen later to define them. One character was a vanilla street hero put under science experiments to gain new powers. Strangely enough, though, the stories I like most are about a unique character who loses what makes them so special, and have to work their way back up from being an 'anybody' now. My favorite story is of a hero who had special vision that allowed for both xray vision and visual precognition. This made him good at crime fighting...too good. So Mr. Snowflake was caught in a trap by a group of enemies and blinded. He now fights as a 'regular' blind hero. (played with gamma set to zero.)
You may not realize it but you have just articulated something that has been gnawing at me for years that I could never put my finger on. Why do I really get into some of my characters while others, no matter how attractive their powersets and how awesome they play, leave me completely disinterested in logging into them?
The ones I love are THE ONE(s). The others were just characters I made to play the powersets but the ONE(s) are the ones I enjoy playing. I have a warshade I love and I have made a couple others but I just don't care about playing them. I had rationalized it that it was because The One was a 50 and the others were weaker but now I see it was more about the characters themselves, how I think of them in my mind. The One is a "real" character but the others were just weak attempts to recapture my love of The One. You just signed the death sentence for several of my characters. |
This, really, is why I made the thread, though. One evening, just out of the blue, I realised why some of my characters had such a pull for me while others, despite having great costumes, exciting concepts and solid builds, simply left me cold to think about them. THAT is why - these were characters I'd created without making them remarkable in some way that's going to excite me once the costumes and powers grow old. The funny thing here is that actually having been able to put this into words that I can say has made it much, MUCH easier to spot the characters I need to "fix" without having to rely on imprecise gut instinct and lots of trial and error.
Occasionally, I will say swear to never forget Insane Rick, and I realise that this is precisely what killed what might have been an amusing concept. Rick was a man born completely unkillable, and also completely stupid. He was one of the legions of headless characters, but only because Rick decided to pull his own head off. The poor fool was so stupid he really didn't miss it. You'd think that would be cool (or ridiculous) enough to be interesting, but for me, it just didn't work. I couldn't quite say why, but now it occurs to me that I simply didn't give the man anything meaningful to set him apart. He had a gimmick, but no real story to speak of. Without a real story, I was left unable to write for him, and thus lost all interest. Now that I know why that is, I foresee my character-making future being brighter than ever
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I also want to address what I see as an undercurrent in a lot of replies: Making my character "THE character" in some aspect runs the risk of stepping on the toes of other people. Well, it does and it doesn't. While I can certainly see how claiming the title that another person has claimed, such as "world's strongest psychic," might be a bone of contention, there are a couple of tricks to doing this that don't run into this problem in the slightest.
The easiest solution is other planets, other dimensions, other timelines, other realities, other plains of existence and generally "other places" where my characters achieve their status. I see our shared fictional world here in City of Heroes as the "capital" of our fictional nation, whereas all of the specific fictional settings that gave rise to our separate characters are the different faraway provinces. In this way, I can claim that my character was THE scientist who invented inter-dimensional travel in his dimension, but that doesn't have to mean that the other seven scientists who the THE scientist that invented inter-dimensional travel in their home dimensions are any less deserving of the title. We are all kings of our own home towns, but none of us is king over the other because we're not in our home towns any more.
The very first time the seed of this idea struck me was when I was designing my F Squad, the soldiers from the future who fought to secure the timeline so their perfect utopia over a million years into the future would not be ruined. Each of the four that survive is not just a great person, but an actual historical personality from that future. The squad commander is the future's greatest hero and living proof that human potential still reigns supreme, the other is essentially the father of the future's advanced technologies, the other still is the founder of the future's concept of military discipline and integration of human soldiers with battle technology and the final one is a an AI-controlled robot who ended the future's AI rebellion and earned artificial life forms an equal place in society. Each of these people helped build the world of the future, and when I made them all, I left with a profound yet inexplicable sense of ultimate satisfaction.
I've not really played any of these characters, not past level 2, anyway, but they're still easily some of my favourite creations, just because the very ideas behind their history motivate me to care, and motivate me to want to play them. I'm just pressed for time, is all.
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I find that looking at character designs as THE character or A character is at least a somewhat novel approach. You may, obviously, not really care about the distinction, and you may very well not agree with my affinity for one side over the other. That's fine. Character design is a very personal thing. Nevertheless, I still want to know about it, and I still want to discuss it. This is interesting stuff, and it's helping me gain not just a deeper understanding about the many factors that make up a compelling character, but also develop a more instinctive sense for them. Plus, it's just interesting to talk about, I think
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I'm not sure any of mine can be described as "the one" anything, but I have a lot of toons, let me think here...
...
I do have one who's something like "the last queen of Mars" (who can't wait for that retro space helmet option). And I took a character from an MA arc I made who's a princess on her alternate world... then proceeded to make multiples ATs with her on different servers as I liked the costume so much, so that kind of negates the idea I guess. I also started a scrapper who was King Of Monster Isle, but he's still stuck in Praetoria. I think those are about as close as I get.
I find that the characters I enjoy playing the most are those who whose concepts I find amusing. If I can't think of a funny backstory for someone it usually means it wasn't meant to be. This is partly, perhaps even largely, due to the fact that I find it hard to reconcile the absolutely dizzying array of decidedly disparate deeds of derring do that one's dudes tend to experience during the course of their careers, as it were. At the same time the nature of the game entails that little of what they do has much of a personal hook to it, which only the most recent content is beginning to try to change. In light of that, why would my peeps bother with all of this? Probably morbid curiosity and an abiding disregard for the fact that arresting hundreds of people a day would at the very least result in prison overcrowding the likes of which has not been seen since Stalin famously converted all of Siberia into a giant subterranean jail.
It also seems hard to me to come up with non-overpowered concepts since the very act of playing the game well means your character has, depending on the context, apocalyptic levels of potency. Thus I decouple character power from character concept. Does it make sense that my hero who is ostensibly a private detective has participated in the downfall of Praetoria? It certainly doesn't, but fortunately it doesn't have to because none of this is that serious in the first place.
It comes to this: unique characters, while having the hook of having a concept that sets them apart from all others, they are also more mundane because that unique snowflake quality makes their ascent to greatness almost fated. Contrast that to a character that is more broad based: They could just as easily be an anybody, even a nobody. It's by training or trying that they find their way to distinction, and without that they'd be just another face in the crowd. Behind them is the thought that if they failed or stopped, they'd sink into mediocrity.
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To give you an example, let's take a common but very determined man. His exploits and his power could well become legendary if, after many years of hard work and training, he simply became the greatest human who ever lived. Let's avoid "toe treading" for a moment and assume that's the case. Even then, how powerful do you really foresee that character being? How powerful when, within the span of a day, an old god with power greater than our entire universe combined, can return into our existence and reassert authority? What, really, did that god do to earn this kind of power? Nothing. He was born/made/imagined with it. Of course, you can fudge ways for a common but highly skilled and intelligent man to challenge a god, but on the grand scheme of "greatness," you really can't compete on the field of aesthetics, personal opinion depending.
It comes down to what characters interest you, I suppose. For me, one source of inspiration for even posing this question was actually League of Legends. Gameplay notwithstanding, each character in that game has both a name and a "title" of sorts. Just for instance, you have Volibear, the Thunder's Roar (huge lightning-infused armoured bear), or Galio, the Sentinel's Sorrow (large magical gargoyle) or Nautilus, the Titan of the Depths (heavy diving suit armed with a large boat anchor) and so on. Each of these is not just "a champion," they are all somehow remarkable, somehow important and indeed often somehow historic, because each of them had to be invited into the League of Legends. You almost don't have any regular people because these simply don't get accepted. Everyone who does make the cut is, thus, unique and deserving of that honour.
I don't necessarily have a league of my own legends, but that very much mirrors my own instinctive criteria for accepting a character concept for exclusion in my own roster. Not just anyone can be among my chosen, there has to be something very special about that character in order to hold my interest. And I have, historically, made many characters that lacked this. Almost to the last, these have been expunged, expanded on or re-written.
Of course, that's just me
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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This sort of approach that's going to represent the line in the sand not just between you and me, but for the whole idea in general. It really comes down to whether you prefer characters who reached their superiority through hard work and dedication, or whether you favour the ones who were fated, just because fated characters typically reach a MUCH higher level of inherent power. Again, neither approach is wrong or bad, it's just a matter of personal preference, and mine just happens to lie with those fated for greatness. It has less to do with circumventing the labour than it has to do with the sheer absurdity of importance such a character can attain.
To give you an example, let's take a common but very determined man. His exploits and his power could well become legendary if, after many years of hard work and training, he simply became the greatest human who ever lived. Let's avoid "toe treading" for a moment and assume that's the case. Even then, how powerful do you really foresee that character being? How powerful when, within the span of a day, an old god with power greater than our entire universe combined, can return into our existence and reassert authority? What, really, did that god do to earn this kind of power? Nothing. He was born/made/imagined with it. Of course, you can fudge ways for a common but highly skilled and intelligent man to challenge a god, but on the grand scheme of "greatness," you really can't compete on the field of aesthetics, personal opinion depending... |
I guess in the end there's a way of having your cake and eating it too, I guess. You can be 'normal' for a certain echelon of characters while not being a highly trained civilian beneath it all. That's part of what I enjoy about this game: I like exploring what a reality would be like where it's to be expected to fly through the air, face fascists on city streets, and flinging elements and energy about. In this game, that's the baseline for me.
Perhaps that's where I start to feel a bit disingenuous making 'unique, THE one' characters. Because as unique as their story may be, they are beneath it all quite replicable. I can sort of circumvent this by having a unique strategy to playing them, having personally themed outfits, and so on. But behind it all I know that with some observation, a mids build, a copy/paste of a bio, and a .costume file somebody else could be the same character. But don't get me wrong, I still love 'em. I'm just more judicious about making them.
I think there's a distinction here that needs to be made, and thats whether the "A" or the "THE" is directly tied to the lore.
When you tie yourself to the lore with a "The" ("the" scientist that discovered Portal technology) you add two risks:
- the devs may introduce new lore data that conflicts with your story.
- other players may choose backstories that directly conflict with your story. You can't both be "THE" scientist that discovered portal technology.
Compare that to if use an "A" ("A" scientist on the team that discovered Portal technology).
- now, if the devs introduce "Dr. Jackson" as the scientist behind the lore, you can now just flesh out your story with this "team leader" added.
- if you encounter another roleplayer who is also "a" scientist on that team, you can immediately play long-separated colleagues that once worked on the team together.
You can still be a "THE"-- just create the event that you're the "THE" of. You were THE scientist that refused to evacuate during the 1999 "Portal Surge" crisis. You were THE one that realized that the danger threatened not just the city, but the whole earth, so you stayed behind and saved the world.
- In this game world, extinction-level incidents seem to be an almost an annual thing, so there's very little the devs can add that would contradict this (aside from saying that portal has a "spotless safety record" and that can be written off as good PR and/or a coverup.)
- It isn't THAT much of an imposition on other players- the incident is your creation, so its unlikely to step on their toes (unless they claim to be the Portal Corps safety officer in 1999 that was responsible for their spotless safety record.
A little more trouble would be to be THE scientist that operated the portal console for the Omega team as they left for the Rikti world. On the surface, it seems similar to the previous one (scientist during a major portal event) but you can kinda see how being THE last person to see any Omega team member before they left could have a higher risk of conflict. Its an official-lore event and you've made yourself the sole critical actor in it. Being "A" scientist in that room at that moment leaves a lot more flexibility.
I definitely make characters as part of a broader universe. For each one it is about finding their place in the world, whether it is by serving the people or ruling the people.
TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
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Perhaps that's where I start to feel a bit disingenuous making 'unique, THE one' characters. Because as unique as their story may be, they are beneath it all quite replicable. I can sort of circumvent this by having a unique strategy to playing them, having personally themed outfits, and so on. But behind it all I know that with some observation, a mids build, a copy/paste of a bio, and a .costume file somebody else could be the same character. But don't get me wrong, I still love 'em. I'm just more judicious about making them.
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I played through a recent Fantasy RPG and was so disappointed with its final revelation that I had to wonder... What if my character were that god inside the mountain that these all-powerful bad guys worship? We know something of immense power happened and a corpse turned up that later came to life and grew amazingly powerful. What if my character literally were the god of that fictional universe? Of course, that's not the case, but that's how my ideas form and where they come from.
That's also why I tend to make "THE character" so very often - because those kinds of historic personalities are the easiest to be impressed with. They left their mark in history, surely they did something to deserve it. It transpires that I, personally, really need my characters to have had some hand in making some kind of history for me to really stick with them, hence why it's so important to make that distinction.
I think there's a distinction here that needs to be made, and thats whether the "A" or the "THE" is directly tied to the lore.
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Moreover, I'm not in direct control of City of Heroes lore, and that's a problem when you think as big as I do. The things I want to do, I simply can't do in this fictional universe as I'd simply ruin it for everybody. You're right in that I can't make, say, the scientist who invented inter-dimensional travel here, because that scientist already exists in fiction, he's named and his fate written out (tortured and killed by Reichsman). And even if we ignore direct canon contradictions, because I'm not in control of the game's lore, I can't make any big claims because other people are likely making the same claim, and I have no authority to insist mine is more worthy. Because mine isn't more worthy, we're all equal players.
My solution to continuity snarls is to shift my narrative to "other places." I have a few time-travellers from a time-line that no longer exists, I have quite a few aliens from other dimensions that the game has no control over, I have quite a few aliens from other planets that the game can't say anything about, I have quite a few spirits from alternate plains of existence that the game simply hasn't mentioned and so on. When I make big claims, they're usually about environments that no-one but me has any control over. Because these "other places" are completely under my control, I can make any claim I want, and no-one can argue with me. Because it affects no-one and no-one really needs to care.
I like to subscribe to a "live and let live" sort of philosophy.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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'The'
Not in the grand sense as you put it in the original post, but in the action sense. I like my characters to feel like the one badass who's going to go do something about the situation. I like flexibility, visibility, and never feeling helpless or useless and a solid look. Think 'the guy from Doom' he's not as unique as you put it in your original post, he was just some marine, but he becomes unique through his actions as a BAMF.
There was an awesome quote in Hagakure I can't seem to find now...
Someone requested their master let them go pray to the god of Archery or something,
The master said that if he met the god of Archery on the field of battle fighting for the other side, they should be resolved to cut the god neatly in two!
That's how I like my characters. Jump without looking because you can land on your feet, fight without thinking because it's the other guy who has to worry about losing, chase without hesitation because you can run down anyone, step in the bullet's path and save your ally because you can take any hit.
That's a 'The' not an 'A' IMHO.
Think 'the guy from Doom' he's not as unique as you put it in your original post, he was just some marine, but he becomes unique through his actions as a BAMF.
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That's how I like my characters. Jump without looking because you can land on your feet, fight without thinking because it's the other guy who has to worry about losing, chase without hesitation because you can run down anyone, step in the bullet's path and save your ally because you can take any hit.
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Granted, this can be somewhat less exciting from a dramatic standpoint, but there are more ways to make a story enjoyable than strict drama, at least from my perspective.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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No, I'm not talking about Neo. I'm talking about a very fundamental part of character design. Let me explain.
I got a strange idea last night while brushing my teeth (which is usually when I get most of my ideas). I started to realise that, the way I've designed my characters, they really do fall into two different categories. I like to call those "A character" and "THE character." A character is just what it says on the tin - it's a character of some specific type, but who nevertheless belongs to a larger category. This character can always be unique, but he's unique in terms of presentation. He may have a distinctive personality or unique experiences or he may simply be very experience. By contrast, however, THE character is one whose uniqueness is the core of his character design. This is not someone that's part of a group or one of many. This is THE character who did something or saw something or experienced something that literally no-one else has. This is no mere unique snowflake. In the very selfish personal fictional universe where this character comes from, he is a person of some distinction and some importance.
I realise this is somewhat abstract, so let's try an example. Let's say you want your character to go down the route of science. So you make him A scientist. Maybe he's a very smart scientist, maybe he's a scientist with many awards and publications. Maybe he's a scientist who works with a particular type of exotic science. Whatever he may be, he is A kind of scientist. Let's say, however, that you want to make him THE scientist... Who invented faster-than-light travel. Or the scientist who first discovered the link between magic and magnetism. Or the scientist who developed the small portable food pills which solved world hunger. As you can see, I can't call this character "the scientist" without either trailing off into an ellipsis or specifying what this scientist is famous for that he is referred as "the scientist who..."
To give you a bit of background information just for the sake of context, this realisation came to me when I was trying to write for a character of mine whom I'd written as basically "a space mercenary with a heart of gold." I gave her a pretty distinctive personality, I gave her a pretty distinctive look... But I never really made her concept remarkable in anyway. She's just A space mercenary who's after A job, but usually ends up doing the right thing in the end. This character is really one of the last I have that has a story like this, and I really couldn't think of a good way to be invested in her until I realised what the problem was - that she's just A character. It dawned on me, then, that I'd had characters like these by the bucket-load over the years, and damn near all of them are now gone, deleted to make room for newer, more specific concepts. I find myself now in the uncomfortable position of having to either re-write this character's backstory, or otherwise abandon her entirely and make someone new in her place. And that's not something I want to do.
With all of that said, I do want to turn the question to you... And yes, I realise this is not a very good binary choice I'm offering, but please, try to answer as best you can:
Do you prefer to make characters who are just one of a broader category, or do you need your characters to be somehow inherently unique and specific and even perhaps famous for something?