StrongBelwas
Arcane
- Joined
- Aug 1, 2015
- Messages
- 517
Using Fallout as an example because it's his oldest game and there shouldn't be any spoilers (Was surprised that china nuking America was considered a spoiler.)
Factions shouldn't be monolithic entities where everyone in them feels and thinks the same things. The super mutants and the brotherhood of steel both had characters that were pretty distinct from the standard grunts.
Cain is sick of narrative designers that think that sarcasm is the first and best way to make a character, if Cain played a game that didn't have any sarcastic characters he'd be happy. It's too easy, if you're thinking of a character and they're main trait is sarcasm, think again. Cain has rejected several characters on games he has worked on because they already had too many sarcastic characters. Plenty of alternatives, you could have smart characters, you could have (very) dumb characters, you could have very violent characters or passive characters. Gives fun opportunities for dialogue skill based player characters. A good faction has room for all kind of characters. They should also have realistic goals the player can understand, such as the mutants appearing to just random attacks but the player learns the raids are trying to find prime humans that didn't receive a lot of radiation. This also explains the difference between the dumber mutants and the Lieutenant. Likewise, the Brotherhood of Steel is trying to preserve technology, and their attacks are explained by trying to keep technology out of the wrong hands (Anyone but theirs.)
Why do you need to make the factions like this? It's realistic, if you care about that (Cain doesn't, but he put it in the list because some people care.) Cain cares about the factions are able to be used to support the story, if they have characters with lots of goals, you have reasons for the player to get involved with the story. It also means that if factions have different characters, different player builds can be supported. If the faction has tough character, combat characters get an interesting fight (Super Mutants and Brotherhood are both very tough to fight.) Speech characters also get interesting options, such as with the smart mutants, or the Cathedral. And for sneak characters, both of those factions are rich and have large maps to sneak and steal through.
Also supports players. Some players want sarcastic NPCs (That's fine, just not too many), some players want mean NPCs.
Big factions with varied characters should also mean no matter what kind of character the player makes it shouldn't be too obvious which faction they should support.
One of Cain's favorite things about New Vegas is that he couldn't out figure out which faction to support, so he made a save and played through it with every faction. Blew up the brotherhood of steel outpost once, felt bad about it but wanted to see what would happen.
TL;DR Make as many different factions as you can with very different faction members.
Factions shouldn't be monolithic entities where everyone in them feels and thinks the same things. The super mutants and the brotherhood of steel both had characters that were pretty distinct from the standard grunts.
Cain is sick of narrative designers that think that sarcasm is the first and best way to make a character, if Cain played a game that didn't have any sarcastic characters he'd be happy. It's too easy, if you're thinking of a character and they're main trait is sarcasm, think again. Cain has rejected several characters on games he has worked on because they already had too many sarcastic characters. Plenty of alternatives, you could have smart characters, you could have (very) dumb characters, you could have very violent characters or passive characters. Gives fun opportunities for dialogue skill based player characters. A good faction has room for all kind of characters. They should also have realistic goals the player can understand, such as the mutants appearing to just random attacks but the player learns the raids are trying to find prime humans that didn't receive a lot of radiation. This also explains the difference between the dumber mutants and the Lieutenant. Likewise, the Brotherhood of Steel is trying to preserve technology, and their attacks are explained by trying to keep technology out of the wrong hands (Anyone but theirs.)
Why do you need to make the factions like this? It's realistic, if you care about that (Cain doesn't, but he put it in the list because some people care.) Cain cares about the factions are able to be used to support the story, if they have characters with lots of goals, you have reasons for the player to get involved with the story. It also means that if factions have different characters, different player builds can be supported. If the faction has tough character, combat characters get an interesting fight (Super Mutants and Brotherhood are both very tough to fight.) Speech characters also get interesting options, such as with the smart mutants, or the Cathedral. And for sneak characters, both of those factions are rich and have large maps to sneak and steal through.
Also supports players. Some players want sarcastic NPCs (That's fine, just not too many), some players want mean NPCs.
Big factions with varied characters should also mean no matter what kind of character the player makes it shouldn't be too obvious which faction they should support.
One of Cain's favorite things about New Vegas is that he couldn't out figure out which faction to support, so he made a save and played through it with every faction. Blew up the brotherhood of steel outpost once, felt bad about it but wanted to see what would happen.
TL;DR Make as many different factions as you can with very different faction members.
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