Re: Players name themselves vs. OC character
Posted: Wed Jul 18, 2018 11:31 pm
I think I'm in the minority, but I actually tend to actually feel pulled out of an experience when I set the MC's name to my own, unless I pick every piece of dialogue or path for the character- and even maybe then.
It's inevitable that as the story goes, "Hey! I wouldn't say that!" "I wouldn't do that!" "The plot's making me do something I think is a terrible idea!" or even just (maybe this is just me being silly) "I'm not a high school student! I was home schooled! Why is an adult man flirting with a high school girl? This is weird!" And it might work well and be believable if it's somebody else who's been developed in that way, but if it's truly me, I have a hard time accepting it (and trying to sincerely accept it, even temporarily, messes with my head too much).
I'd rather have a name and character set, and view myself as relating to the MC, rather than being the MC, in most visual novel cases I've played.
At its core, whenever you give your audience interactivity, you're giving them responsibility in the story. Depending on what they are or aren't expecting from the story, that responsibility might be jarring for them later on (which can be a good or a bad thing).
*That all said*, I think it's moreso naming a character *after me* that feels weird. I think a good solution for custom names might be:
1. Show some character interaction and dialogue, so we get a feel for how they act in the story
2. *Then* allow naming. This way, if the original dialogue's solid, players who may have quickly picked a stupid name may start feeling connection to the character and pick more seriously; and players will more easily pick a name that feels like it fits with the dialogue and stuff already presented
I love the thought in this thread, I hadn't really thought hard about it but I'm glad this thread got me to think about this for one of my upcoming projects!
It's inevitable that as the story goes, "Hey! I wouldn't say that!" "I wouldn't do that!" "The plot's making me do something I think is a terrible idea!" or even just (maybe this is just me being silly) "I'm not a high school student! I was home schooled! Why is an adult man flirting with a high school girl? This is weird!" And it might work well and be believable if it's somebody else who's been developed in that way, but if it's truly me, I have a hard time accepting it (and trying to sincerely accept it, even temporarily, messes with my head too much).
I'd rather have a name and character set, and view myself as relating to the MC, rather than being the MC, in most visual novel cases I've played.
At its core, whenever you give your audience interactivity, you're giving them responsibility in the story. Depending on what they are or aren't expecting from the story, that responsibility might be jarring for them later on (which can be a good or a bad thing).
*That all said*, I think it's moreso naming a character *after me* that feels weird. I think a good solution for custom names might be:
1. Show some character interaction and dialogue, so we get a feel for how they act in the story
2. *Then* allow naming. This way, if the original dialogue's solid, players who may have quickly picked a stupid name may start feeling connection to the character and pick more seriously; and players will more easily pick a name that feels like it fits with the dialogue and stuff already presented
I love the thought in this thread, I hadn't really thought hard about it but I'm glad this thread got me to think about this for one of my upcoming projects!