by tlaero » Fri, 16Feb05 05:01
I was planning to talk about interactivity first, but since this came up again, let's talk about Marc.
Ares, in particular, thank you for your feedback. I find it very helpful. I hope this doesn't come across as me justifying myself. I'm just trying to explain my thought process here. There's nothing wrong with people's opinions on whether or not Marc is weak. These are just mine.
We have differing opinions on what a woman wants in a man.
Marc is, in my opinion, the most desirable guy I've put in any of my games. I actually reduced the interactivity in the game so that you guys couldn't screw up how awesome he is. (-: He's not an action star, but, frankly, that's not what women ... well, at least me, want in a man. He's so supportive, and understanding, and sensitive... That kind of stuff matters (to me, at least). Jess was going to drink herself to death, and in the course of the game, Marc basically saves her life. As she said, he's her hero. He'd be mine too.
Now, I see some confusion on how the game works, and I understand where it comes from. Frequently in my games, if there are 3 things you can say, then one is worth a point, one is neutral (0 points) and one is negative. You quickly figure out how to "behave," and that's how you have to act. So, yeah, you've played my games before, and you see the self deprecating dialog option, and you assume that's what you have to do.
That's not actually how it works in this game, though. I wanted you to be free to play the character you wanted to (while constraining you to being awesome...). I'm pretty sure you don't ever need to be self deprecating in the game if you don't want to be. I do reward you for being well rounded, but there are enough options that you should be able to do that while avoiding particular personality traits that you don't associate with. Okay, if you want to be kind of a "semi-jerk," it won't work, but there's only so much time to write dialog options.
As for how many concerts Marc has gone to, everyone has a hobby. Some people read books. Some play video games. Some rock climb. Some go to local concerts. Going to concerts is Marc's hobby. And, especially when there's a thriving local rock scene, there are a lot of people who never miss a show their favorite bands put on. I mean, consider the people who followed The Grateful Dead around on tour going to all of their concerts. Marc didn't even need to leave his city to see Mayhem. And, though he's highly attracted to Jess, I tried to make it clear that he enjoys the entire band and their music. Something I can take from this, though, is that I could have done more to show that he also likes other music and goes to other concerts. As I think about how I worded things with Power Girl, I can definitely see why people might interpret things differently than I intended. I'll learn from that.
Question for you folks. Would you consider the POV characters in these games to be stronger if I worked at showing their other interests? (Interests besides the pretty woman.) Is the concern that Marc is weak, or is it really that my characterization of him is? I could certainly put more effort into giving the POVs a more involved backstory. Would people like that more or less? On one hand, knowing more about the character could be interesting, but on the other, it would likely pull you farther away from him. The more you know about him, the less he's like you. I seriously don't know the answer to these questions and would love to hear opinions on them.
Tlaero