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The folks at "The Problem With Story" have penned a brief editorial dedicated to what they feel are some design decisions that make it difficult for the player to feel sympathy for your characters in role-playing games. It's not Fallout-centric, but it uses Fallout 3 as the primary examples and touches on some subjects that I'm sure some people here are interested in, so here's a snip:<blockquote>Why? What is it that whenever my character is killed or damaged, I have absolutely no concern for his wellbeing?
It’s because the character building aspects of role-playing games are fundamentally broken and prevent sympathy from the player.
Consider what I’ve done with the character so far. I’ve created a façade for him, which is nothing more than an appearance. The fundamental nature of the role playing game is that you create a personality through your reactions to other NPCs, but even then, sympathy is hard to come by.
The character here is nothing but an avatar. When I respond to the Megaton sheriff asking me whether I can diffuse the bomb in the middle of tomb, I’m not responding whether my character can do it. No, instead, I’m wondering whether I, Patrick Stafford, can do it.
[...]
Perhaps we don’t play RPGs for rich characterisation. That’s fine. It’s been that way for years. But it can be done. Notwithstanding Mass Effect’s shortcomings, it places the player inside the middle of the action but without the abandonment Fallout 3 uses to create immersion.
Instead, we see your own face, reflect on the tone in your voice and become more of a puppet master than an avatar for your decisions. You’re here controlling the action in every conversation, but you’re not necessarily a part of it.</blockquote>Thanks RPGWatch.
It’s because the character building aspects of role-playing games are fundamentally broken and prevent sympathy from the player.
Consider what I’ve done with the character so far. I’ve created a façade for him, which is nothing more than an appearance. The fundamental nature of the role playing game is that you create a personality through your reactions to other NPCs, but even then, sympathy is hard to come by.
The character here is nothing but an avatar. When I respond to the Megaton sheriff asking me whether I can diffuse the bomb in the middle of tomb, I’m not responding whether my character can do it. No, instead, I’m wondering whether I, Patrick Stafford, can do it.
[...]
Perhaps we don’t play RPGs for rich characterisation. That’s fine. It’s been that way for years. But it can be done. Notwithstanding Mass Effect’s shortcomings, it places the player inside the middle of the action but without the abandonment Fallout 3 uses to create immersion.
Instead, we see your own face, reflect on the tone in your voice and become more of a puppet master than an avatar for your decisions. You’re here controlling the action in every conversation, but you’re not necessarily a part of it.</blockquote>Thanks RPGWatch.