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	<title>Comments on: Diamonds in The Rough</title>
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	<link>http://orangeriverstudio.com/monksbrew/2008/05/diamonds-in-the-rough/</link>
	<description>Anecdotes on the adventure of indie game development</description>
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		<title>By: Michael Martin</title>
		<link>http://orangeriverstudio.com/monksbrew/2008/05/diamonds-in-the-rough/comment-page-1/#comment-75</link>
		<dc:creator>Michael Martin</dc:creator>
		<pubDate>Tue, 06 May 2008 07:25:00 +0000</pubDate>
		<guid isPermaLink="false">http://orangeriverstudio.com/monksbrew/?p=29#comment-75</guid>
		<description>Rubes: Actually, most of the games on that list I&#039;ve played left me cold; even in cases where their arrogance/poor impulse control/crippling fear of cheese/etc. made it harder for them to reach their goals, I mostly reacted to it as the designer pulling cheap tricks to string the plot out.  I found myself shouting &quot;YOU IDIOT&quot; at my own character fairly frequently.&lt;br/&gt;&lt;br/&gt;Of course, I &lt;i&gt;also&lt;/i&gt; am not terribly fond of CRPG-type games in the first place, so I may not be the best judge there.  Not to mention that the link I gave was less to &quot;characters have flaws because flaws are interesting&quot; and more &quot;characters are so loaded down with flaws that they&#039;ve become a traveling psychological circus&quot;.&lt;br/&gt;&lt;br/&gt;It&#039;s too late for me to be able to flesh this out properly, but it strikes me that for encouraging a player to roleplay flaws, one could borrow a page from Nethack and track conducts.  These are voluntary challenges that make life harder but give you bragging rights later.&lt;br/&gt;&lt;br/&gt;Conducts are typically things like &quot;don&#039;t eat meat&quot; in Nethack, and you could consider &quot;dot eater&quot; mode in the shooter Ikaruga to be a conduct of sorts---shifting it to adventure games, how about tracking whether or not the player is having his character be, say, a compulsive gambler? You might even reward the player with extra cutscenes or dialogue or something for proper roleplay.&lt;br/&gt;&lt;br/&gt;Which is another important point, getting back to what you mentioned in the post before: just because it hinders the &lt;i&gt;character&lt;/i&gt;, that doesn&#039;t mean you can&#039;t reward the &lt;i&gt;player&lt;/i&gt; for keeping the conduct.</description>
		<content:encoded><![CDATA[<p>Rubes: Actually, most of the games on that list I&#8217;ve played left me cold; even in cases where their arrogance/poor impulse control/crippling fear of cheese/etc. made it harder for them to reach their goals, I mostly reacted to it as the designer pulling cheap tricks to string the plot out.  I found myself shouting &#8220;YOU IDIOT&#8221; at my own character fairly frequently.</p>
<p>Of course, I <i>also</i> am not terribly fond of CRPG-type games in the first place, so I may not be the best judge there.  Not to mention that the link I gave was less to &#8220;characters have flaws because flaws are interesting&#8221; and more &#8220;characters are so loaded down with flaws that they&#8217;ve become a traveling psychological circus&#8221;.</p>
<p>It&#8217;s too late for me to be able to flesh this out properly, but it strikes me that for encouraging a player to roleplay flaws, one could borrow a page from Nethack and track conducts.  These are voluntary challenges that make life harder but give you bragging rights later.</p>
<p>Conducts are typically things like &#8220;don&#8217;t eat meat&#8221; in Nethack, and you could consider &#8220;dot eater&#8221; mode in the shooter Ikaruga to be a conduct of sorts&#8212;shifting it to adventure games, how about tracking whether or not the player is having his character be, say, a compulsive gambler? You might even reward the player with extra cutscenes or dialogue or something for proper roleplay.</p>
<p>Which is another important point, getting back to what you mentioned in the post before: just because it hinders the <i>character</i>, that doesn&#8217;t mean you can&#8217;t reward the <i>player</i> for keeping the conduct.</p>
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		<title>By: Rubes</title>
		<link>http://orangeriverstudio.com/monksbrew/2008/05/diamonds-in-the-rough/comment-page-1/#comment-74</link>
		<dc:creator>Rubes</dc:creator>
		<pubDate>Tue, 06 May 2008 02:06:00 +0000</pubDate>
		<guid isPermaLink="false">http://orangeriverstudio.com/monksbrew/?p=29#comment-74</guid>
		<description>Thanks also for the link, MM. I had seen that site before and browsed through it -- it&#039;s pretty amazing, actually.&lt;br/&gt;&lt;br/&gt;I agree the list there is pretty impressive with respect to video games. I haven&#039;t played most of the ones mentioned, so I wonder how many of those are eally minor flaws as opposed to major ones that truly obstruct the character, and which are either overcome (in the case of heroes) or not (in the case of villains or tragic heroes) in the course of the main narrative.</description>
		<content:encoded><![CDATA[<p>Thanks also for the link, MM. I had seen that site before and browsed through it &#8212; it&#8217;s pretty amazing, actually.</p>
<p>I agree the list there is pretty impressive with respect to video games. I haven&#8217;t played most of the ones mentioned, so I wonder how many of those are eally minor flaws as opposed to major ones that truly obstruct the character, and which are either overcome (in the case of heroes) or not (in the case of villains or tragic heroes) in the course of the main narrative.</p>
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		<title>By: Rubes</title>
		<link>http://orangeriverstudio.com/monksbrew/2008/05/diamonds-in-the-rough/comment-page-1/#comment-73</link>
		<dc:creator>Rubes</dc:creator>
		<pubDate>Tue, 06 May 2008 01:53:00 +0000</pubDate>
		<guid isPermaLink="false">http://orangeriverstudio.com/monksbrew/?p=29#comment-73</guid>
		<description>Hey Jimmy, thanks for the comments. I actually agree with you; I think it is definitely more difficult to introduce character flaws to the player character (as opposed to the NPCs). I didn&#039;t intend to come across as otherwise, so my apologies if I did. Your point is the same as I was trying to make: how do you get players to accept and incorporate flaws into their actions and decisions, when those flaws (almost by definition) hinder the player&#039;s success?&lt;br/&gt;&lt;br/&gt;I think it&#039;s also important to make the distinction between major and minor character flaws. Whereas minor character flaws are distinctions that essentially do not affect the narrative, major flaws are more of the kind that Corvus describes, which hinder or thwart the character from achieving their goals.&lt;br/&gt;&lt;br/&gt;I think games are fairly good at using minor flaws, but I don&#039;t think we see really exceptional use of major flaws all that much.</description>
		<content:encoded><![CDATA[<p>Hey Jimmy, thanks for the comments. I actually agree with you; I think it is definitely more difficult to introduce character flaws to the player character (as opposed to the NPCs). I didn&#8217;t intend to come across as otherwise, so my apologies if I did. Your point is the same as I was trying to make: how do you get players to accept and incorporate flaws into their actions and decisions, when those flaws (almost by definition) hinder the player&#8217;s success?</p>
<p>I think it&#8217;s also important to make the distinction between major and minor character flaws. Whereas minor character flaws are distinctions that essentially do not affect the narrative, major flaws are more of the kind that Corvus describes, which hinder or thwart the character from achieving their goals.</p>
<p>I think games are fairly good at using minor flaws, but I don&#8217;t think we see really exceptional use of major flaws all that much.</p>
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		<title>By: Michael Martin</title>
		<link>http://orangeriverstudio.com/monksbrew/2008/05/diamonds-in-the-rough/comment-page-1/#comment-72</link>
		<dc:creator>Michael Martin</dc:creator>
		<pubDate>Mon, 05 May 2008 23:36:00 +0000</pubDate>
		<guid isPermaLink="false">http://orangeriverstudio.com/monksbrew/?p=29#comment-72</guid>
		<description>In the CRPG domain, where the player generally does not have significant control over either the broad (major plot arc) or the micro (dialog) actions of the main characters, flaws are quite prevalent.&lt;br/&gt;&lt;br/&gt;In fact, the early-3D era CRPGs seem to be made of characters composed entirely of character flaws, to the point that they really belong more in mental hospitals. &lt;a HREF=&quot;http://tvtropes.org/pmwiki/pmwiki.php/Main/DysfunctionJunction&quot; REL=&quot;nofollow&quot;&gt;The TVTropes Wiki&lt;/a&gt; provides a pretty impressive list (scroll down to the &quot;Videogames&quot; examples).</description>
		<content:encoded><![CDATA[<p>In the CRPG domain, where the player generally does not have significant control over either the broad (major plot arc) or the micro (dialog) actions of the main characters, flaws are quite prevalent.</p>
<p>In fact, the early-3D era CRPGs seem to be made of characters composed entirely of character flaws, to the point that they really belong more in mental hospitals. <a HREF="http://tvtropes.org/pmwiki/pmwiki.php/Main/DysfunctionJunction" REL="nofollow">The TVTropes Wiki</a> provides a pretty impressive list (scroll down to the &#8220;Videogames&#8221; examples).</p>
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		<title>By: Jimmy Maher</title>
		<link>http://orangeriverstudio.com/monksbrew/2008/05/diamonds-in-the-rough/comment-page-1/#comment-71</link>
		<dc:creator>Jimmy Maher</dc:creator>
		<pubDate>Mon, 05 May 2008 23:25:00 +0000</pubDate>
		<guid isPermaLink="false">http://orangeriverstudio.com/monksbrew/?p=29#comment-71</guid>
		<description>As you pointed out, trying to characterize a PC that the player is herself in control of is very difficult.  I think this is why interactive narratives do certain genres so well, such as mysteries, police procedurals, exploration / adventure stories, etc., and most other genres so badly.  When a player fires up a mystery story in which she plays the chief investigator, she knows what is expected from her.  The story of the game largely becomes uncovering the story of the mystery at the center of it.  How, though, does the player know what to do in, say, a coming of age story?  &quot;Now go forth and make many mistakes, but learn from them and go from being an immature boy to a man!&quot;  It&#039;s all a bit vague, isn&#039;t it?  &quot;Figure out who killed Garlus the kindly old convenience store clerk&quot;, on the other hand, gives the player a clear set of guidelines about what she should be doing.  It unfortunately also often leaves her in control of a character who is little more than a cipher.  In fact, I would disagree with you on one of your main points.  I think it is MORE difficult to richly characterize the PC than the NPCs.  You can make all kinds of eccentric and otherwise interesting NPCs, but how do you force the player to act like a slightly off-kilter PC?  In effect, the player must get stuck always playing the straight man.  Of course, we don&#039;t SEE many interesting PCs or NPCs, but that&#039;s more down to the fact most videogame writers have yet to achieve the basic competence of the average Star Wars novel author.</description>
		<content:encoded><![CDATA[<p>As you pointed out, trying to characterize a PC that the player is herself in control of is very difficult.  I think this is why interactive narratives do certain genres so well, such as mysteries, police procedurals, exploration / adventure stories, etc., and most other genres so badly.  When a player fires up a mystery story in which she plays the chief investigator, she knows what is expected from her.  The story of the game largely becomes uncovering the story of the mystery at the center of it.  How, though, does the player know what to do in, say, a coming of age story?  &#8220;Now go forth and make many mistakes, but learn from them and go from being an immature boy to a man!&#8221;  It&#8217;s all a bit vague, isn&#8217;t it?  &#8220;Figure out who killed Garlus the kindly old convenience store clerk&#8221;, on the other hand, gives the player a clear set of guidelines about what she should be doing.  It unfortunately also often leaves her in control of a character who is little more than a cipher.  In fact, I would disagree with you on one of your main points.  I think it is MORE difficult to richly characterize the PC than the NPCs.  You can make all kinds of eccentric and otherwise interesting NPCs, but how do you force the player to act like a slightly off-kilter PC?  In effect, the player must get stuck always playing the straight man.  Of course, we don&#8217;t SEE many interesting PCs or NPCs, but that&#8217;s more down to the fact most videogame writers have yet to achieve the basic competence of the average Star Wars novel author.</p>
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		<title>By: Rubes</title>
		<link>http://orangeriverstudio.com/monksbrew/2008/05/diamonds-in-the-rough/comment-page-1/#comment-70</link>
		<dc:creator>Rubes</dc:creator>
		<pubDate>Mon, 05 May 2008 17:50:00 +0000</pubDate>
		<guid isPermaLink="false">http://orangeriverstudio.com/monksbrew/?p=29#comment-70</guid>
		<description>I think part of the issue with the distinction is that characters in games other than the player character (NPCs) rarely are given explicit goals at which they are trying to succeed, other than perhaps very simplistic ones. And thus, NPCs rarely seem to have motivations that can be affected by a flaw in their character.&lt;br/&gt;&lt;br/&gt;The &quot;features&quot; of the characters in Vespers, like Constantin&#039;s anger, Drogo&#039;s mental illness, Matteo&#039;s depression, all play a nice role in giving the characters some depth. But I wouldn&#039;t really characterize these as flaws per se, since they&#039;re all aware of these things and they have no specific motivations that are affected by them.&lt;br/&gt;&lt;br/&gt;It would be cool if Constantin&#039;s anger or Drogo&#039;s illness somehow worked against them -- like, if the player was able to use these things to learn something new by tricking them into revealing some piece of information. But it doesn&#039;t go that far.&lt;br/&gt;&lt;br/&gt;Glad to hear you&#039;re looking forward to it...if you happen to know any available animators, I&#039;m always looking for more.</description>
		<content:encoded><![CDATA[<p>I think part of the issue with the distinction is that characters in games other than the player character (NPCs) rarely are given explicit goals at which they are trying to succeed, other than perhaps very simplistic ones. And thus, NPCs rarely seem to have motivations that can be affected by a flaw in their character.</p>
<p>The &#8220;features&#8221; of the characters in Vespers, like Constantin&#8217;s anger, Drogo&#8217;s mental illness, Matteo&#8217;s depression, all play a nice role in giving the characters some depth. But I wouldn&#8217;t really characterize these as flaws per se, since they&#8217;re all aware of these things and they have no specific motivations that are affected by them.</p>
<p>It would be cool if Constantin&#8217;s anger or Drogo&#8217;s illness somehow worked against them &#8212; like, if the player was able to use these things to learn something new by tricking them into revealing some piece of information. But it doesn&#8217;t go that far.</p>
<p>Glad to hear you&#8217;re looking forward to it&#8230;if you happen to know any available animators, I&#8217;m always looking for more.</p>
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		<title>By: Corvus</title>
		<link>http://orangeriverstudio.com/monksbrew/2008/05/diamonds-in-the-rough/comment-page-1/#comment-69</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Mon, 05 May 2008 09:54:00 +0000</pubDate>
		<guid isPermaLink="false">http://orangeriverstudio.com/monksbrew/?p=29#comment-69</guid>
		<description>Since I believe that game mechanics are a perfectly valid means of expressing character, I don&#039;t think a strong distinction is really needed between &quot;feature&quot; and &quot;character flaw.&quot; Of course, character flaws are typically things that a) the character isn&#039;t terribly aware of and b) block the character&#039;s success until they deal with the flaw. Still, it sounds like a good start.&lt;br/&gt;&lt;br/&gt;I can&#039;t wait to get my mitts on Vespers, by the way!</description>
		<content:encoded><![CDATA[<p>Since I believe that game mechanics are a perfectly valid means of expressing character, I don&#8217;t think a strong distinction is really needed between &#8220;feature&#8221; and &#8220;character flaw.&#8221; Of course, character flaws are typically things that a) the character isn&#8217;t terribly aware of and b) block the character&#8217;s success until they deal with the flaw. Still, it sounds like a good start.</p>
<p>I can&#8217;t wait to get my mitts on Vespers, by the way!</p>
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