Personality in Character Creation?


Aneko

 

Posted

First and foremost, it's great to post to these forums again! I've been gone for so long it's like an entirely different game with all the good stuff right where they left it! Y'know, aside from what went down on the Signature Story Arc... deep stuff, right there.

But anyhow! Onto the meat of this idea:

Personality and your character.

What is a personality? It's what defines your character- what makes them who they are. It's why we play City of Heroes/Villains over the other big games- because we're not some front-line grunts, nor are we some nameless mage smacking people with fireballs- we're heroes!

That sounds like a lot to throw into a simple Suggestion, but the change I'm asking for would be on a much smaller scale (that may not be entirely true):

Changing our personality should change our dialog with NPCs.
I know what you're thinking(not really)- "Wait, what?! That's it? That's not an idea at all!"

However, I've found myself sifting through NPC dialog and then when it's my turn to give my reply, I can't help but think "My character would never say THAT."

This would not change any of the existing NPC dialog, only the face of your choices- they would still have the same consequences as the original, but it would give a more flavorful touch.

For instance, let's say we start out with 5 personalities: Heroic, Villainous, Wise, Comedic and Robotic:

Your contact tells you that you're going to take out some Malta who are invading Portal Corp. Depending on the personality you've chosen, you'll see one of the following:

Heroic:
"I'll fend them off in the name of justice!"
Villainous:
"I'll obliterate them!"
Wise:
"If there is no other recourse, I will deal with the Malta."
Comedic:
"Now we're thinkin' with portals!" (Subject to change for being not funny)
Robotic:
SetFunction:Guard Location:Portal_Corp Enemy_Encounter:Malta

I'm sorry if this just isn't a big deal to enough people to be turned into an idea, or if it's just too much work- I thought I'd just give my hand at trying out a suggestion.

Thanks so much!



 

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It would be nifty to choose the idle animation poses for our characters but I don't think it could get much more complicated than that.


you could have it all
My empire of dirt
I will let you down
I will make you <3

 

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I kind of like this idea, however I would suggest that we would have the opportunity to change our personalities at later levels, over time a character's personality may change and a hero who becomes a villain wouldn't still talk like a hero.


 

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Call me crazy, but the vast majority of dialogue is written very vague. Most of the responses in game are more along the lines of "I'll take care of it." or even "Accept." I think that leaves plenty of room to insert your personality and it's much less limiting than any system that might be placed in the game.


@Rorn ---- Blue Baron ---- Guardian

 

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Quote:
Originally Posted by Party_Kake View Post
It would be nifty to choose the idle animation poses for our characters but I don't think it could get much more complicated than that.
Like a Certain Other superhero MMO which I'm not discussing or comparing to?


'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.

 

Posted

Quote:
Originally Posted by Party_Kake View Post
It would be nifty to choose the idle animation poses for our characters but I don't think it could get much more complicated than that.
We can already do this using emotes.

As for the OP, it's a cool idea, though I believe most of the content was made vague for this very reason. The newer content, although in my opinion being better for the most part, does seem to force our characters into specific dialogue choices.


 

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Quote:
Call me crazy, but the vast majority of dialogue is written very vague. Most of the responses in game are more along the lines of "I'll take care of it." or even "Accept." I think that leaves plenty of room to insert your personality and it's much less limiting than any system that might be placed in the game.
The newer stuff seems to be getting uncomfortably specific with its dialogue. First Ward's arcs in particular not only kept giving the player dialogue a specific kind of voice (a very gruff, politically calculating voice that I had serious trouble connecting to the cheerful young idealist I had running them), but sometimes seemed to assume that my level 20-30 character knew a lot more about Praetorian Earth than she'd have any reason to. But yeah, though different personality/dialogue branches would be neat, the easiest way to fix that is to just make sure the dialogue options are kept vague. That way even a crime-fighting robot who beeps everything in third-person plural iambic pentameter can still fit into the briefings.


"Now, I'm not saying this guy at Microsoft sees gamers as a bunch of rats in a Skinner box. I'm just saying that he illustrates his theory of game design using pictures of rats in a Skinner box."

 

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Quote:
Originally Posted by Vauluur View Post
Call me crazy, but the vast majority of dialogue is written very vague. Most of the responses in game are more along the lines of "I'll take care of it." or even "Accept." I think that leaves plenty of room to insert your personality and it's much less limiting than any system that might be placed in the game.
"I have a mental time bomb!!!" is all I feel needs to be said as a counterpoint. Much of the newer story arcs that feature dialogue choices are much, MUCH more specific even when they give options. To my eyes, the best way for dialogue to be generic is for it to describe the decision you made, but leave out the words with which you said it. For instance, you could have an Agree/Refuse/Agree but insult choice and then you could fill in your own words that would fit for your character. Or not, as was the case for my Stardiver who can't speak.

I have no problem with personalities at character creation, but the game has no real system to account for personality. Dialogues aren't "special," they're just custom content a writer stuffed in. Besides, I feel that making dialogues more generic is a superior idea nevertheless.

Still, though, I'd love to define my characters' personalities even if it's just cosmetic. I'd love to see something of a form to fill in, which included categories like Sadism <-> Compassion or ADD <-> Infinite Patience or Personal Gain <-> Altruism where we could rate various personality attributes.


Quote:
Originally Posted by Arcanaville View Post
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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Quote:
Originally Posted by Samuel_Tow View Post
"I have a mental time bomb!!!" is all I feel needs to be said as a counterpoint. Much of the newer story arcs that feature dialogue choices are much, MUCH more specific even when they give options. To my eyes, the best way for dialogue to be generic is for it to describe the decision you made, but leave out the words with which you said it. For instance, you could have an Agree/Refuse/Agree but insult choice and then you could fill in your own words that would fit for your character. Or not, as was the case for my Stardiver who can't speak.

I have no problem with personalities at character creation, but the game has no real system to account for personality. Dialogues aren't "special," they're just custom content a writer stuffed in. Besides, I feel that making dialogues more generic is a superior idea nevertheless.

Still, though, I'd love to define my characters' personalities even if it's just cosmetic. I'd love to see something of a form to fill in, which included categories like Sadism <-> Compassion or ADD <-> Infinite Patience or Personal Gain <-> Altruism where we could rate various personality attributes.
That last paragraph sounds awesome if it were able to somehow satisfy all concepts. In a game like this, though, it seems like it would be great for some characters but still lacking for others. There are just too many concepts out there.


 

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Originally Posted by Lycanus View Post
I have wished for stuff like this before...and things like having different options based on power set

for instance, I don't see my ss/will brute disarming bombs...and I don't understand why people that control fire need to set bombs to burn down a neighborhood (burn Croatoa mission)
How about a wizard using a computer?


to TO THE END!
Villains are those who dedicate their lives to causing mayhem. Villians are people from the planet Villia!

 

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Originally Posted by stevie_james View Post
That last paragraph sounds awesome if it were able to somehow satisfy all concepts. In a game like this, though, it seems like it would be great for some characters but still lacking for others. There are just too many concepts out there.
The reason I say this is because of something I've seen from a fan community I'm a member of (yes, I do have friends, actually). There, they've made sort of a form for presenting player-made characters, including screenshots, mugshots and a whole bunch of esoteric categories like race, age, marital status and so forth. Sure, not every category is applicable to every character, but those always make me think that slight bit harder about what I'm describing when I have to fill them in. They're like leading questions. Having that in City of Heroes, with the option to skip categories or skip it entirely, would be welcome.

At the very least, it would be a useful tool for another player to get a quick rundown of the personality I'm going for if I didn't really care to get that across in the bio field.

Quote:
Originally Posted by Lycanus View Post
I have wished for stuff like this before...and things like having different options based on power set
Praetoria has this based on origins. My favourite is the giant bomb you have to disarm. Tech characters are able to spot the hidden wire which is the the best way to disarm the bomb without setting the timer and Natural characters are able to pull both wires off their leads so fast the timer fails to trigger. The results aren't meaningful, I don't think, but it's still a nice character moment.

This is actually where "personality" would come in handy. Not all tech characters are technologically inclined. Some are, who use this origin because they MAKE tech, but those who ARE tech aren't always scientists and engineers. For instance, my invulnerable super-string cyborg woman is a soldier first and foremost.

Now imagine if you could pick any combination of the following perks:

*Tech expert
*Magic expert
*Science expert
*Superior intelligence
*Superior strength
*Superior speed
*Street savvy
*Rich
*Famous
*Mechanical life form
*Attractive
*Intimidating
*Connected

None of this necessarily has to impact the game, but it could offer alternate options for a dialogue here or there. And not really ALL of those in ALL dialogues. For instance, say you're speaking with a gang member informant of yours and he tells you to go to a warehouse to look for somebody. You can trust him, but if you're "street savvy," you'll have heard that something big's going on in that warehouse, you can press the contact and he can admit it's a trap. You still go to the mission as you would have, but now you know a little bit more about it.


Quote:
Originally Posted by Arcanaville View Post
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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Samuel_Tow, I now take back what I said. This would be all around incredible. You should make a thread outlining these ideas as a legitimate suggestion.


 

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Quote:
Originally Posted by Samuel_Tow View Post
super-string cyborg
That sounds interesting.


'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.

 

Posted

Wish we could have different standing poses without using emotes, depending on personality.