Personality in Character Creation?
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
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.
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
'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.
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.
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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.
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. |
"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."
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.
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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.
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 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. |
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)
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
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) |
to TO THE END!
Villains are those who dedicate their lives to causing mayhem. Villians are people from the planet Villia!
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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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.
I have wished for stuff like this before...and things like having different options based on power set
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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.
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.
'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.
Wish we could have different standing poses without using emotes, depending on personality.
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!