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Ironshanks
Wandering Minstrel


Joined: 17 Feb 2003
Posts: 134
Location: Shiner's Peak

PostPosted: Wed Feb 26, 2003 1:40 am    Post subject: [quote]

Strange, we seem to be arguing for the same point but from different angles. For me personally, I react to archetypal heros on an intellectual level and complex characters on an emotive level. In any case we can agree that emotional response is good.

Yeah, the reason Boromir appealed to me was the tragic aspect...I'm a sucker for weakness and tragedy, I feel most strongly about both.

Anyway, I'm in favour of archetypes too, but I don't think that they cancel out complex characters.

You know what, before this discussion continues I think we should clarify what exactly a 'complex' character is. We may be thinking of totally different things, and it certainly is starting to look that way.

I was thinking that we were referring to characters with believable, well thought out, emotional responses to their environment as well as a changable personality. Maybe there are other details, but those are the most important.

Hmmm, I'm starting to think that both can get the same reaction if done well enough. Conan for instance, I find extremely entertaining...and well, let's just say that it isn't the pinacle of imagination when it comes to plot and character use.
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Tenshi
Everyone's Peachy Lil' Bitch


Joined: 31 May 2002
Posts: 386
Location: Newport News

PostPosted: Wed Feb 26, 2003 2:02 am    Post subject: [quote]

- To me a Complex character is capable of change, or evolving, based on his/her interaction with the universe that he/she is a part of . This is different from "flat" characters who aren't capable of changing. A character with a complex personality is not necessarily a "complex" character, to me, unless they are capable of more than just static, predictable decisions and responses.

- I have to agree, that a combination of archetypical ("flat") characters and complex ("round") characters promotes a more enjoyable response. I forgot what other kinds of characters there are, it's been a while since English class. =T
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Ironshanks
Wandering Minstrel


Joined: 17 Feb 2003
Posts: 134
Location: Shiner's Peak

PostPosted: Wed Feb 26, 2003 4:12 am    Post subject: [quote]

I await Mandrake's response with bated breath. No really, this is cool.
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Jihgfed Pumpkinhead
Stephen Hawking


Joined: 21 Jan 2003
Posts: 259
Location: Toronto, Canada

PostPosted: Wed Feb 26, 2003 4:32 am    Post subject: Different and Disparate Things [quote]

     Hope my response will do in the interim.
     Yeah, we're definitely talking about different things, then. I would call a character who changes during the course of a story a dynamic character. Dynamism is good. Every mythical story is a journey; a journey in which the hero doesn't change is no journey at all.
     The thing is, however, that in a myth, that change is pre-scripted, in a sense. Unlike "real" stories, myths have to follow certain rules, or rather scripts; the more you deviate from these scripts, the less mythical the story becomes. Of course, some deviation is necessary, and encouraged, but still, there is a definite sense, in myth and fable, of inevitability. The trick is to have inevitability without staleness. That's hard.
     Why does it have a script? I think it's because the myth, the fable, is essentially moral. The "real" story is essentially amoral. By "moral", I mean only that it is done with the intention of improving, or expanding, those who hear it. The hero has to conquer, in some way; he has to improve. If he has made mistakes, he has to realize them, or at least the major ones. At least, this is true so far as I'm aware.
     I've never heard of "flat" or "round" characters before. I've heard of "square" characters; that's what everybody calls me.
     And hey, why are there never "triangle" characters in RPGs? In case you missed the barely-veiled allusion, I meant homosexuals. I don't think I've ever even heard of a game that has a gay person in it (well, except for Bahamut Lagoon, but that character didn't actually make great inroads, or anything like that; if you know who I'm talking about, you know what I mean).
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Tenshi
Everyone's Peachy Lil' Bitch


Joined: 31 May 2002
Posts: 386
Location: Newport News

PostPosted: Wed Feb 26, 2003 7:13 am    Post subject: [quote]

- =D

- My red-head (sig) is bisexual... and this character is a sex-changling (like Ranma, but without the water curse) who has the mind of a guy, so half the time that makes her a lesbian. To be politically correct I intend on having a gay man in there somewhere.
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Wed Feb 26, 2003 12:27 pm    Post subject: [quote]

Dude......... I seriously want to play your game BADLY.
I mean... DUUUUDE, that's so KEWL...
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Ironshanks
Wandering Minstrel


Joined: 17 Feb 2003
Posts: 134
Location: Shiner's Peak

PostPosted: Wed Feb 26, 2003 1:39 pm    Post subject: [quote]

Well I figure that quite often it's not appropriate for the setting. In fact, there isn't that much sexuality in general in RPGs so I don't think it's too surprising to see that it isn't diverse.

Anyway, I'd consider Heracles a mythic hero, but he never changes. Actually, maybe it is just a "bad" myth, even though it's so well known.
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mandrake@yoink
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PostPosted: Wed Feb 26, 2003 3:10 pm    Post subject: [quote]

Quote:

I was thinking that we were referring to characters with believable, well thought out, emotional responses to their environment as well as a changable personality. Maybe there are other details, but those are the most important.


I'd have to agree that this is a dynamic character rather than a complex character. A character can be un-dynamic, and still be complex...IMHO anyway. But really, to me, cliche'd characters are not a BAD thing, they are very archetypal.
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grenideer
Wandering Minstrel


Joined: 28 May 2002
Posts: 149

PostPosted: Wed Feb 26, 2003 9:02 pm    Post subject: [quote]

Ok Mandrake, at least now I can say that I understand your point of view. The first post that I replied to almost seemed to contradict itself, but your second post clarified those points for me.

Still, though, I have to say that I strongly disagree with you. But I don't doubt that good stories can come out of your way of thinking.

I also agree that extremely simple emotions and reactions, added even to the most complex characters, can help add an emotional attachment with the player. But I'd argue that even these simple things are realistic, being a large part of real life. My main gripe is just when the player is too simple, or simple all across the board. Then it becomes too fake for me to even care about. That's it.
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Nodtveidt
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Joined: 11 Nov 2002
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Location: Camuy, PR

PostPosted: Thu Feb 27, 2003 2:23 pm    Post subject: wow [quote]

I sure did open a can of worms, didn't I :P

-nek
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mandrake@meepmeep
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PostPosted: Thu Feb 27, 2003 3:18 pm    Post subject: [quote]

Quote:

Ok Mandrake, at least now I can say that I understand your point of view. The first post that I replied to almost seemed to contradict itself, but your second post clarified those points for me.


yeah and it's still not entirely my whole beleif on writing/art, just a quick run-down on some of the more complex concepts.

Quote:

I also agree that extremely simple emotions and reactions, added even to the most complex characters, can help add an emotional attachment with the player.


I'm not talking about simplistic emotions and reactions, but rather steroetypical "flat charachters". For example, a character can be flat, but emotions can be expressed in other ways and other meduims to make the player feel something. A character in a work (rpg/book/whatever) is a mode for expression that fits into the whole of the work.

For example, Silent Hill is extremely creepy and scary....but the main character is very flat and without motivation. But the player still gets emotionally involved in what is happening.

Quote:

But I'd argue that even these simple things are realistic, being a large part of real life.


Never said they weren't. What I meant was, claiming people HAD to use complex characters because they where more real is, in a sense, false logic, since these peices are not wholly real (nor can they be).

Quote:

My main gripe is just when the player is too simple, or simple all across the board. Then it becomes too fake for me to even care about. That's it.


So you won't play super mario brothers because they have no personality? Is that it? I still think forcing a creator of work to suspend your disbeleif for you is really placing the blame in the wrong direction.

For example, the character in Beowulf (as well as the Oddessy) are exremly flat and almost non-existant. And yet, these books have been read for longer than I could have ever thought. These things transcend time. Or how about Kafka? His K. character(s) are basicly flat, non-existant. Yet the world itself is what makes them unique.

And flat characters can go through dynamic growth, this does not make them complicated. I don't think adding in complicated motivations makes a character more real, either. For example, the most real and complex character I have ever read about was the main character of Joyce's Ullysses. And he had no motivation, no complex veiw of reality, no moral conflictions. Yet he was so multi-faceted, so extrememly detailed, so well developed, he became so real and human.

And I don't think this is possible (re-creating a character like that in Ullyses, or even other greats out there, as in Doestoyvski's "The Idiot", or even Camus "L'tranger") in a video game. Video games, even with story telling elements, are written diffrently than novels, or movies, or plays. You can't write a video game in the same way a novel is written. Just like you can't write a screenplay like a movie, etc etc. It's a diffrent art form and medium, and requires a diffrent sort of skill.
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