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Character Attachment in Games
Now I don't mean emotionally attached meaning you actually feel something towards it, but something quite close. It makes you see your character as something more than just a whole bunch of stats.
For me, this aspect works particularly well in Descent and (for me at least) War of the Ring. I can really get into the character I'm playing and I'm able to see why I'm doing what I'm doing, even if it's a bit zoomed out like in WotR. It makes the game more fun for me, it adds drama.
On the other hand we have games like Marvel Heroes wherein you have absolutely no attachment to the characters. Everybody feels like the same, with minor change in stats (a similar lament I have on Battlelore) and you control 5 characters and it's on the heavy side, so the characters just lose all meaning and are a bunch of stats. Compare this with say, Marvelscape and you see what I'm talking about. In Marvelscape, the characters feel like they're who they are supposed to be. I might be alone in this, but I also feel the same way about Arkham Horror. Maybe it's because I'm the one in charge of the Mythos Phase and it drowns me in fiddly brain cell burning tedium, but the characters all just feel like stats to me sometimes. Good thing is there's a decent narrative to the game, but it has its off days.
It comes as no surprise to me that I like games wherein I'm attached to the character more than when I'm not. I feel it's important for a game to have this, especially in a RPG-ish type of game, or games with well-fleshed out characters.
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But when you talk about being attached to your character, I actually feel much the same about STARCRAFT and - to a much lesser extent - TWILIGHT IMPERIUM. I know you're not pretending to be a specific character (though the heroes in BROOD WAR might change this just a little bit), but the fact that Zergs, Protoss, and Humans (and Naalu, Lizix, and Zardak Norr) feel so different when playing gives me a bit of identification.
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- Michael Barnes
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Branham has a good formula for this- he likes to look at a game and be able to say "this is me, those are mine". If you look at a lot of Eurogames, one of the other parts of that are missing.
I actually agree that ego isn't really in COSMIC- but you clearly know what is yours and where you stuff is and what it does. I think that may be the one subtle element that puts DUNE over its predecessor, that it goes much further in giving the players and actual in-game character/identity.
This could be a really intricate, deep discussion. But it's one that I think starts to get at the roots of some of the things we like in AT games.
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- metalface13
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Arkham Horror is great for in-game ego though, especially when playing a tough guy who goes insane.
I always take my role while Overlord in Descent serious. I always try to read the plot stuff in a goofy/spooky Dungeon Master voice.
I also slip easily into the role of Victor Danforth the Playwright in A Touch of Evil.
I think Prophecy and Last Night on Earth kind of fail in the character attachment areas though.
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Ostensibly, I can point to the wheelbarrow in Monopoly and say "this is me." That doesn't go a long way towards getting me to think of myself as a robber baron type of character. I get to that point through the look of the components and the gameplay. I'm constantly trying to aquire deeds, fleece other players on deals, and shut everyone else out of the house/hotel pool. I'm doing the things a greedy tycoon would do, and thus get the feel of being a greedy tycoon.
Again, it all comes back to that conceptual/executive divide. Is there some logical connection between what I'm doing literally doing at the table (drawing cards, pushing counters) and what my character is doing in game terms? Dune, for example, would probably have worked just as well as a game about the Roman empire. You're scheming, backstabbing, and vying for power. I think you'd get the feeling of being a power-hungry political faction regardless of the setting because the gameplay itself puts you into that sort of atmosphere.
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- Sagrilarus
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A hardcore roleplayer, I came to Last Night on Earth expecting big things and where I think it fell short with me was that the characters were so two-dimensional. There was no way to put heart into them. They don't progress, they don't make interesting choices, they just are. Anyone else could play the same character and they'd largely be the same. A game completely coated in theme is all zipped up and impenetrable -- there was nothing I could bring to the gameplay.
When I mentioned in a LNoE thread that likely I was spoiled by about 5,000 hours of roleplaying experience, others in the thread came back replying that they too had roleplayed and that Last Night on Earth was better. I just don't see how that could be the case. It's the best example I can think of for a game that plays itself.
If your choices don't matter or can be figured out in a decision tree for the best possible outcome (especially if there is no risk management involved) then you're a spectator. You may as well watch the Orioles on TV -- your immersion is equivalent and the outcome as easily predicted.
Sag.
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I take your point, but a major difference for me is that my knowledge of Dune and its characters is deeper than my knowledge of Roman politics, so my identification and investment is much deeper than it would be with a game set in the latter milieu. That may reflect poorly on my American public school education, but for me it also underlines the importance of specificity of theme (and, as you say, the degree of its connection to the actual gameplay).Again, it all comes back to that conceptual/executive divide. Is there some logical connection between what I'm doing literally doing at the table (drawing cards, pushing counters) and what my character is doing in game terms? Dune, for example, would probably have worked just as well as a game about the Roman empire. You're scheming, backstabbing, and vying for power. I think you'd get the feeling of being a power-hungry political faction regardless of the setting because the gameplay itself puts you into that sort of atmosphere.
Sagrilarus wrote:
That's a great description. We've had some great sessions of LNoE where the characters really shined ("I'm not goin' out like a chump" became a catchphrase for a mercifully short length of time) and "behaved" perfectly in-character, but they're all two-dimensional. Which, to be fair, is pretty fitting for a game that takes inspiration from cheesy B-grade horror movies. LNoE is a light game, and the stereotypical nature of the characters feels pretty fitting to me (as well as part of the reason it doesn't get played much around here any more).A hardcore roleplayer, I came to Last Night on Earth expecting big things and where I think it fell short with me was that the characters were so two-dimensional. There was no way to put heart into them. They don't progress, they don't make interesting choices, they just are. Anyone else could play the same character and they'd largely be the same. A game completely coated in theme is all zipped up and impenetrable -- there was nothing I could bring to the gameplay
metalface13 wrote:
Prophecy is almost utterly generic in theme and setting. I enjoy the game, but there is zero about the world or characters or gameplay that sparks my imagination. It succeeds in its effort to tighten up basic adventure game mechanics, but its almost as if they surgically removed any potential character from the game. The map alone seems designed to neutralize any sense of sense of exploring a fantasy world, and the flavor text on the character cards actually make the characters less interesting.I think Prophecy and Last Night on Earth kind of fail in the character attachment areas though.
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There are games though that I feel I should have some sort of attachment to my characters that just doesn't happen. Biggest culprit here for me would be Marvel Heroes. Arkham almost fails here, but the sheer amount of flavor in the encounter cards pushes it into win.
Unless FFG does something about it, Battlelore will be like this forever. All units are just a bunch of stats.
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- Space Ghost
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At the end of the day, the game has to engage the imagination. This can be through theme or through characters or whatever. I want to be able to imagine myself in the game world in some manner. As mj pointed out, this is accompished well in Monopoly just by the rules and mechanics -- you really feel like battling capitalists. In Arkham Horror, you have a character that a story is happening to (similar for me in the Gunslinger campaign). War of the Ring is opposite in that the characters are facilitating the greater story itself. Acquire is even more abstracted, yet you really feel like a corporate tycoon.
For the most part, I think it is up to the players to be open to the imagination, but some games preclude the ability to immerse yourself in the game. For instance, something like Settlers of Catan fails miserably for me -- I don't feel like I am settling a new world or really trading goods, and perhaps it is because their is a lack of detail and I don't have a "dude" to point to and say this shit is mine. I have some roads and some houses, big fucking deal.
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For me Prophecy is much more involving than most because I have so much control over the growth of the character. I'v had had a Mystic armed with a two handed sword in the same way that my Librarian with an Tommy Gun appealed greatly in AH.
It seems that involvement in a character for you is related to new worlds. A lot of fantasy adventure games set in new worlds are vastly alien to me.
"In the fourth age of Kryzaxtic, the Overseer of Fugelbond created the race of slime lizards called the Urtbrech. The giant fairy golems of Ythop took offense to this new race and started the war of Dfjdsfj Gski which decimated the snow marshes of Brrp."
(I have a LOT of fantasy adventure games, as that may be my favorite type of game. Perhaps a couple hundred.)
And so the generic nature of Prophecy appeals to me. I get it. And I can map most anything onto it, and imagine myself as Deathstalker.
Props to Runebound and Descent. While I hate a lot of things about Runebound, they have a REALLY good mix of a generic fantasy world with their own tweaks. The FFG crew really is unmatched at theming.
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- metalface13
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The Prophecy comment is interesting. And I'll bring in a tangent.
For me Prophecy is much more involving than most because I have so much control over the growth of the character. I'v had had a Mystic armed with a two handed sword in the same way that my Librarian with an Tommy Gun appealed greatly in AH.
It seems that involvement in a character for you is related to new worlds. A lot of fantasy adventure games set in new worlds are vastly alien to me.
"In the fourth age of Kryzaxtic, the Overseer of Fugelbond created the race of slime lizards called the Urtbrech. The giant fairy golems of Ythop took offense to this new race and started the war of Dfjdsfj Gski which decimated the snow marshes of Brrp."
(I have a LOT of fantasy adventure games, as that may be my favorite type of game. Perhaps a couple hundred.)
And so the generic nature of Prophecy appeals to me. I get it. And I can map most anything onto it, and imagine myself as Deathstalker.
Props to Runebound and Descent. While I hate a lot of things about Runebound, they have a REALLY good mix of a generic fantasy world with their own tweaks. The FFG crew really is unmatched at theming.
You're right, choosing how your character progresses in Prophecy is one of the things that makes it a good game. But then, in the example you set forth, a dual-sword wielding mystic doesn't sound like much of a mystic. What, is the mystic the magic chick with the sword? See, it's almost a little too generic. But when you do start drawing skills from your guild, buying appropriate weapons for your class (spears for the ranger, sword for the warrior, staves for the mages, etc) you do get the feeling that when you have all these advantages against animals you really are a ranger.
The expansions are supposed to add character races that you can pick that give you bonuses to your character. I'm really ready for those expansions to come out myself.
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