A blog entry and discussion over at Corvus Elrod’s Man Bytes Blog about character and plot got me thinking about that tricky relationship between the player and protagonist, and the expectations (and allowances) game authors often place on their players.
In some games — typically non-first person games — the player is asked to play the role of a particular character. In Dreamfall, the player starts out playing the role of Zoe; in Tomb Raider, Lara Croft; in Deus Ex, J.C. Denton. In many interactive fiction games, the same applies, such as the Abbot in Vespers. In many instances, the protagonist has a history, and in some cases a personality, but inserting the player into that role can produce a frustrating conflict when player behavior does not necessarily match what might be expected from the established character.
To a certain extent, authors expect players to perform at least a [More...]



Orange River Studio, LLC
Many indie game projects start out as fun side pursuits among a small group of friends. Often at the start there is an idea, a concept, some talent, and motivation. A lot of projects, along the way, fall short in one or more of those areas — the idea isn’t as cool as it first sounded; the concept doesn’t work as well as expected; the talent to achieve the goal is lacking; or some folks just lose their motivation and the project fizzles out.
If things work out and you have a reasonably good mix of those elements, you reach something of a milestone: that point when you’re convinced that you can really do it. With Vespers, that occurred sometime after the first year or so of development.
That milestone is usually followed by a period of laboring away at the many tasks and details of the game. Coding, modeling, [More...]