- App L Sawz
- |
- Exalted Heroic Member
Warning: You may find that my, or someone else's opinion does not comply with yours. Side effects of disagreement may include (but are not limited to): flaming, irrational behavior, broken keyboards, and/or nervous sweats. If you experience any of these symptoms refrain from communicating with others until the symptoms have subsided.
So, I like the strong silent type of playable character, but only when I'm inside that charact-- I mean, when I'm playing as that character.
Visual and audible cues often dictate player response to characters. When players can both see and hear the character speak they create a connection between the two. However, in first-person, you can't get this sort of player reaction to the played character because the player doesn't see the character speak.
I don't think player characters need to be toned down so that players can become that character, I think that elements within the game should allow the player to take control of a character, make the player really feel like he/she is this person that's talking.
What I think would work best:
We should be able to see the character's face, be able to see him/her talk, but introduce the third, and quite possibly most important factor, player input. Player input is what can turn these two things from seeing and hearing a character to becoming a character.
It would be really cool to see something like an interior helmet shot in the corner of the screen that showed the character's face while he/she talked, because as the character spoke the player could be playing, shooting, using the right stick to look around, but the character would keep talking; you would be able to see him/her talk, hear him/her talk, and most importantly see his/her eyes move around in the helmet (a direct action of the player). That is reinforced player-character interaction.