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	<title>Comments on: Empty shell protagonists</title>
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		<title>By: Hmm-Hmm.</title>
		<link>http://www.gamingdaily.co.uk/2009/empty-shell-protagonists/comment-page-1/#comment-20059</link>
		<dc:creator>Hmm-Hmm.</dc:creator>
		<pubDate>Mon, 27 Jul 2009 12:14:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamingdaily.co.uk/?p=1592#comment-20059</guid>
		<description>Interesting article. And I think that in some ways, giving players more customisation can backfire. Why? Because in games with character customisation screens you generally -have- to choose.

What if I could play an MMO and choose to set it to fixed first person perspective, for example? Or opt not to use any of the available player character voices?

I&#039;m not sure what loads of other gamers feel, but (and I&#039;m now referring to an RPS article by Jim Rossignol I read: http://www.rockpapershotgun.com/2009/07/15/some-stuff-about-open-world-games/#more-14783) the way a game presents itself shapes the expectations of the player. Me, I&#039;m very hesitant of playing games where the designer wants to make characters look as human as possible. Probably because this doesn&#039;t work for me until they manage to cross my uncanny valley. On the flip side, more stylised character art (like with WoW) is far more acceptable. 

Being a player and not a developer it is hard to dissect which things are issues and not simply personal opinions, but when it was announced that Star Wars: The Old Republic was fully voiced I recoiled inside. Mainly because when your own character has a voice in such a game (a game where you&#039;re playing your character, not a character that&#039;s handed to you) it&#039;s often nigh-impossible to find a voice that fits the character you want to create.

I had the same with Baldur&#039;s Gate (Neverwinter Nights has this as well) where you pick a portrait and then see sort of doll of your class. While as a player you may be able to live with a body-builder-type female character, but when you just picked a portrait of a character not looking anything like it, it&#039;s jarring. Maybe it&#039;s better to have one or the other if you can&#039;t match them at least superficially.

Hmm. I may have had a general point, but it may have gotten lost. I&#039;ll submit it in case it might stimulate further thought and discussion.</description>
		<content:encoded><![CDATA[<p>Interesting article. And I think that in some ways, giving players more customisation can backfire. Why? Because in games with character customisation screens you generally -have- to choose.</p>
<p>What if I could play an MMO and choose to set it to fixed first person perspective, for example? Or opt not to use any of the available player character voices?</p>
<p>I&#8217;m not sure what loads of other gamers feel, but (and I&#8217;m now referring to an RPS article by Jim Rossignol I read: <a href="http://www.rockpapershotgun.com/2009/07/15/some-stuff-about-open-world-games/#more-14783)" rel="nofollow">http://www.rockpapershotgun.com/2009/07/15/some-stuff-about-open-world-games/#more-14783)</a> the way a game presents itself shapes the expectations of the player. Me, I&#8217;m very hesitant of playing games where the designer wants to make characters look as human as possible. Probably because this doesn&#8217;t work for me until they manage to cross my uncanny valley. On the flip side, more stylised character art (like with WoW) is far more acceptable. </p>
<p>Being a player and not a developer it is hard to dissect which things are issues and not simply personal opinions, but when it was announced that Star Wars: The Old Republic was fully voiced I recoiled inside. Mainly because when your own character has a voice in such a game (a game where you&#8217;re playing your character, not a character that&#8217;s handed to you) it&#8217;s often nigh-impossible to find a voice that fits the character you want to create.</p>
<p>I had the same with Baldur&#8217;s Gate (Neverwinter Nights has this as well) where you pick a portrait and then see sort of doll of your class. While as a player you may be able to live with a body-builder-type female character, but when you just picked a portrait of a character not looking anything like it, it&#8217;s jarring. Maybe it&#8217;s better to have one or the other if you can&#8217;t match them at least superficially.</p>
<p>Hmm. I may have had a general point, but it may have gotten lost. I&#8217;ll submit it in case it might stimulate further thought and discussion.</p>
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		<title>By: El_Poco</title>
		<link>http://www.gamingdaily.co.uk/2009/empty-shell-protagonists/comment-page-1/#comment-20051</link>
		<dc:creator>El_Poco</dc:creator>
		<pubDate>Sun, 26 Jul 2009 19:55:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamingdaily.co.uk/?p=1592#comment-20051</guid>
		<description>This isn&#039;t exclusive to video games. The early Franco-Belgian comics had such characters too: Tintin is a bland &quot;perfect&quot; character, and it&#039;s up to the supporting cast (made mostly of crazy characters) to make the story fun and more interesting. Same with Asterix: the titluar character, while not as bland and &quot;perfect&quot; as Tintin, has nearly no personality. Obelix is the character with an actual personality (no matter how simple it is).

But these characters are still the main characters. And you couldn&#039;t replace them with any member of the supporting cast: Tintin would be far less popular if it was about a drunk sailor. This lack of personality is exactly the reason why: it&#039;s much easier for a reader (especially a child) to indentify with a character if this character is bland. These characters also allow the story to unfold itself without having their personality bog things down. You&#039;re not reading a story about a character doing this, but a story about this, with a character walking you through it.

Thus being said, I wouldn&#039;t say that Video games character shouldn&#039;t be the base for the story, as your conclusion implies. Just like American comics (and recent Franco-Belgian comics) can be good with &quot;personalized&quot; main characters, video games can be good with a real main character. You just need to do it correctly.</description>
		<content:encoded><![CDATA[<p>This isn&#8217;t exclusive to video games. The early Franco-Belgian comics had such characters too: Tintin is a bland &#8220;perfect&#8221; character, and it&#8217;s up to the supporting cast (made mostly of crazy characters) to make the story fun and more interesting. Same with Asterix: the titluar character, while not as bland and &#8220;perfect&#8221; as Tintin, has nearly no personality. Obelix is the character with an actual personality (no matter how simple it is).</p>
<p>But these characters are still the main characters. And you couldn&#8217;t replace them with any member of the supporting cast: Tintin would be far less popular if it was about a drunk sailor. This lack of personality is exactly the reason why: it&#8217;s much easier for a reader (especially a child) to indentify with a character if this character is bland. These characters also allow the story to unfold itself without having their personality bog things down. You&#8217;re not reading a story about a character doing this, but a story about this, with a character walking you through it.</p>
<p>Thus being said, I wouldn&#8217;t say that Video games character shouldn&#8217;t be the base for the story, as your conclusion implies. Just like American comics (and recent Franco-Belgian comics) can be good with &#8220;personalized&#8221; main characters, video games can be good with a real main character. You just need to do it correctly.</p>
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		<title>By: Rock, Paper, Shotgun: Bumblebird vs Man-Man &#187; The Sunday Papers</title>
		<link>http://www.gamingdaily.co.uk/2009/empty-shell-protagonists/comment-page-1/#comment-20045</link>
		<dc:creator>Rock, Paper, Shotgun: Bumblebird vs Man-Man &#187; The Sunday Papers</dc:creator>
		<pubDate>Sun, 26 Jul 2009 15:53:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamingdaily.co.uk/?p=1592#comment-20045</guid>
		<description>[...] Craig Lager on Empty Shell Protagonists. His point mainly being, with characters who are so empty the primary characters &#8211; and personalities of the game &#8211; become the supporting cast. [...]</description>
		<content:encoded><![CDATA[<p>[...] Craig Lager on Empty Shell Protagonists. His point mainly being, with characters who are so empty the primary characters &#8211; and personalities of the game &#8211; become the supporting cast. [...]</p>
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