Hi Felipepepe,
Thank you for taking the time to explain your comment a bit further.
The character designs are evolving continually and have already come a long way from the early development image you have posted here, but some of your points could be applied to our most recent work, so I’ll explain our thoughts more generally rather than specifically to that piece.
You’re right in saying that it’s easy to identify the characters’ basic traits from their appearance (your assessment for some characters being more accurate than others), however on a fundamental level this is no different to your example taken from Death Note: Kira looks like a schemer, L an eccentric, Mello – sinister, Near – reserved intellectual, Matsuda – naïve and honest.
Our character appearances are larger exaggerations of their personality traits than Death Note’s, yes, but intentionally. We designed characters that are quickly recognisable, that will cause you to make assumptions about their personality that are really only loosely accurate and go hand in hand with that one dimensional feeling of “life’s an adventure!” that the majority of the cast start with. As the game progresses, the characters quickly find themselves in situations that are not so romantic and many of the tropes that we’ve tapped into are then subverted, revealing the character’s real substance - their grit - to the player and to the character themselves.
Playing up to character archetypes is always going to be a double edged sword. The upside is that many people will instantly be able to identify with your characters – smoothing the opening stages of the game by avoiding the need to explain a character’s history to the player when they’re first introduced. The downside being the situation we find ourselves in here, where it’s assumed that the characters lack real depth, because truthfully, you haven’t had a chance to properly meet them yet.
We feel that we’ve made the right choice on this one, but only time will tell whether the world at large agrees with us! Hopefully you will should you play it once released. If you’re interested, It’d be great to take your e-mail via IM, so that we can invite you to beta test the game when we're at that stage. A harsh critic is always better for improving a game than a soft one!
Thanks everybody for all of your replies. You’ve given us a lot of food for thought and really helped us understand and improve how we’re projecting ourselves.
Thanks again,
Steve