There Are Two Marstons

 

One of the Indie3 panels I was self-aware enough to watch live was Solon Scott’s interview with Arden Ripley about her upcoming game, Date or Die! Their discussion eventually worked its way around to talking about visual novels and games writing in more general terms, and how to write a protagonist who at once functions as the player’s ambassador in the game world and a fully-formed, individual character in their own right:

’[I]t’s really challenging, but fun, writing a protagonist who is their own character whilst still trying to give the player choices and options and stuff. I don’t want them to feel like they just don’t have any say in what’s going on at all, but at the same time I don’t want them to be able to say things that are wildly inconsistent with Hero’s character, because that just makes her a bad character and then the player doesn’t have any fun with that if their character is inconsistent and all over the place. That’s no good for anyone. […] Usually in some games you might get an option where you can say something nice to someone or be a jerk to somebody, and Hero’s not a jerk. She’s just not that kind of mean person. But what you might be able to do is accidentally pick an option where Hero says something insensitive or thoughtless, as opposed to her actively antagonising anybody. So it’s about how you approach making options for players that are meaningful whilst making her a consistent character.’

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Christopher Fraser

Plymouth, MA, USA