Diogo Ribeiro
Erudite
Ben Schneider, writer and quest designer at Iron Lore Entertainment, has written an article for Gamasutra called <a href=http://www.gamasutra.com/view/feature/1420/the_everyman_and_the_action_hero_.php>"The Everyman and the Action Hero: Building a Better Player Character"</a> that focuses on defining player characters, giving the example of several CRPGs that got it right including Planescape: Torment and Fallout:<blockquote>And yet one of my all-time favorite games is the RPG Fallout, which spins its own version of an unknown hero in unfamiliar territory. There are some key differences, however. First, there is a sense of a safe home, and second, in a sense, you know exactly who you are. Home is an underground bunker, which has been sealed away from the world ever since the nuclear holocaust. But the bunker’s water-purification chip has failed, and somebody will have to venture outside and find a replacement. And that someone is you.
The feeling of wide-eyed naiveté as you step into the hot sunlight of the radioactively transformed surface-world feels natural and earned. The game simply and gracefully has given you an everyman character to play, and a plot with the urgency and drama to make it work. You are a messenger on whom lives depend, and, as you learn more about the looming threats lurking in the wasted world above, a potential savior. (The point belongs to some other article, but the familiar Mad Max setting makes your immersion into the world that much easier.)
In other words, Fallout doesn’t avoid back-story and character definition at all. Instead, the player character is properly defined by the circumstances of the story, a perfect everyman. Situation is everything, and Fallout isn’t just a good beginning. By largely eschewing simplified morality (you don’t have to be a good guy, and most of the people in the game aren’t stamp-mold bad guys), these interactions become more real and meaningful than in almost any other game I’ve played.</blockquote>It does my heart good to know some people in the industry still get it.
Spotted at: <A HREF="http://www.nma-fallout.com/">No Mutants Allowed</A>
The feeling of wide-eyed naiveté as you step into the hot sunlight of the radioactively transformed surface-world feels natural and earned. The game simply and gracefully has given you an everyman character to play, and a plot with the urgency and drama to make it work. You are a messenger on whom lives depend, and, as you learn more about the looming threats lurking in the wasted world above, a potential savior. (The point belongs to some other article, but the familiar Mad Max setting makes your immersion into the world that much easier.)
In other words, Fallout doesn’t avoid back-story and character definition at all. Instead, the player character is properly defined by the circumstances of the story, a perfect everyman. Situation is everything, and Fallout isn’t just a good beginning. By largely eschewing simplified morality (you don’t have to be a good guy, and most of the people in the game aren’t stamp-mold bad guys), these interactions become more real and meaningful than in almost any other game I’ve played.</blockquote>It does my heart good to know some people in the industry still get it.
Spotted at: <A HREF="http://www.nma-fallout.com/">No Mutants Allowed</A>