Character Creation - Asset or Hinderince? ( MMO )
by Arc · in Game Design and Creative Issues · 05/26/2009 (9:07 pm) · 2 replies
Let me give an example:
Option 1: All characters are stock attributes. All skills must be learned from the start. (You enter the world with nothing but clothes) You must learn the skills you want (skill books, teaching, whatever, giving you total choice to flesh your character out. Harder to start, but you get exactly what you want.
Option 2: All characters are stock attributes but you've got a few skills to start with, making the new player experience a bit easier. Skills can be learned as you go.
Option 3: You've give a set amount of points to place in attributes, and then given a list of 5-6 skills to start with. Skills can be learned as you go.
Of the three, option 1 is the easiest to start with, but perhaps the most boring. Option two is a bit better, and option three allows for massive customization, but also min/maxing.
Does anyone have any insight or theories to this? If so, I'd love to hear them!
Thanks.
Option 1: All characters are stock attributes. All skills must be learned from the start. (You enter the world with nothing but clothes) You must learn the skills you want (skill books, teaching, whatever, giving you total choice to flesh your character out. Harder to start, but you get exactly what you want.
Option 2: All characters are stock attributes but you've got a few skills to start with, making the new player experience a bit easier. Skills can be learned as you go.
Option 3: You've give a set amount of points to place in attributes, and then given a list of 5-6 skills to start with. Skills can be learned as you go.
Of the three, option 1 is the easiest to start with, but perhaps the most boring. Option two is a bit better, and option three allows for massive customization, but also min/maxing.
Does anyone have any insight or theories to this? If so, I'd love to hear them!
Thanks.
About the author
#2
Even if the Player is starting out as a young child, there are some skills they have already learned (running, jumping, stacking blocks to build a tower, etc.) therefore, I think model #2 above is the most realistic, and also IMHO the most commonly found in games.
However, games are meant to be fun, not realistic. If I wanted real life, I'd just live in the real world.
Why not use all three options you've given above and allow the player to choose. Option 1 is to have no skills at all, and could be a tutorial level. Option 2 could be for the gamer who wants to develop a character over time, and Option 3 could be for someone who just wants to jump in and start playing.
05/27/2009 (6:18 am)
My $0.02Even if the Player is starting out as a young child, there are some skills they have already learned (running, jumping, stacking blocks to build a tower, etc.) therefore, I think model #2 above is the most realistic, and also IMHO the most commonly found in games.
However, games are meant to be fun, not realistic. If I wanted real life, I'd just live in the real world.
Why not use all three options you've given above and allow the player to choose. Option 1 is to have no skills at all, and could be a tutorial level. Option 2 could be for the gamer who wants to develop a character over time, and Option 3 could be for someone who just wants to jump in and start playing.
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Just my $0.02