If you're having trouble deciding on
how to make your character interesting and unique, there are options
in our “Character Creation” chapter that might stimulate some
ideas. Physiques and Personalities are traits you can choose for your
character, and both of these have small, in-game bonuses and
consequences. For instance, if you choose the “Good-Looking”
physique, you'll have a bonus for persuasion attempts, but a penalty
for stealth attempts to blend into a crowd (because you stand out so
much!) This alone could spawn ideas for an interesting
character—maybe your female Reln is so attractive that she draws
attention wherever she goes, but she actually has low self-esteem, is
an introvert, and doesn't like being noticed. Of course, the
personality traits that are presented in the rules also can provide
an excellent springboard for designing a fun character. For instance,
your character could be a prankster, have a phobia, or be totally
clumsy. How this plays out in the game could be very defining for
your character. Maybe as a prankster, you've gone too far and made
some enemies that are looking for revenge? Or perhaps your phobia has
prevented you from living a normal life? What if your clumsiness has
people avoiding you because you seem to have “bad luck?” Any
number of creative designs can emerge for your character, and the
physiques and personality traits in the game rules are a great
starting point.
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Thursday, July 31, 2014
Wednesday, July 30, 2014
Designing Unique Characters in a Science Fiction Universe (part 3)
Cultural viewpoints in Solar Echoes
from the various alien races are not necessarily there to serve as a
template for a character, but they may serve as a starting point. For
example, in the Krissethi culture, life is a competition and status
is the measure of how you are progressing through the ranks of that
competition. This is not to say that characters of each race must
fall into a stereotype for that race, but it is to show what the
majority of people in that culture grow up around. Does your
Krissethi character swear off materialism and self-aggrandizement?
Instead of following the status-quo, has this Krissethi decided to
lend a helping hand whenever possible, donating all personal wealth
to a good cause? If so, then you'll know what he or she grew up
around, which gives you an opportunity to detail what motivated your
character to go against the grain and how others around him responded
to this behavior. Challenging established themes often makes
characters very intriguing and multi-layered, but it is important to
first understand where they are coming from and what the cultural
norms are for that race.
Tuesday, July 29, 2014
Designing Unique Characters in a Science Fiction Universe (part 2)
In many RPG's, it is easy for the players' characters (the heroes of the game) to have a tendency toward single-minded, flat personalities. Characters quickly fall into a pattern of sharing all information together and generally agreeing on everything. To avoid this in Solar Echoes, it is important to understand how each of the races view the universe differently. For example, the plant-like Erwani are extremely patient and are always playing the “long game,” willing to sacrifice and suffer losses if their ultimate goals will be met in the end (and for this reason, many who fail to discern that foresight simply conclude that the Erwani are just “lucky” when things somehow always seem to work out for them.)
Monday, July 28, 2014
Designing Unique Characters in a Science Fiction Universe (part 1)
The difference between role-playing
games and just about any other game out there is the chance to
develop a character and act out his or her personality. Creating an
interesting character in a science fiction universe is an exciting
opportunity, especially considering that there is a wider range of
options than in most other scenarios. Characters can be shaped not
only by the society they grew up in or the racial make-up of their
surroundings, but also by their home planet, its sun, and how far it
might be from other civilized worlds. Consider the Reln, for
instance—they grew up on a planet resonance-locked with its sun,
forcing them to endure harsh weather and dangerous levels of
radiation. Not only has this environment shaped their physiology, but
the Reln are not exactly outdoors-types as a result. Their level of
education rivals all of the other races and they are extremely
well-spoken, in addition to being one of the most technologically
advanced races in the Union. The variety of alien races in Solar
Echoes alone provides a unique starting point for designing an
interesting character, but that is just the beginning...
Friday, July 25, 2014
Impressions of Destiny (part 5)
There are a few aspects of Destiny,
however, that I wasn't fond of, though they're not deal-breakers in
my opinion. One is problem (it seems intentional, but perhaps it is
something Bungie intends to change) is the situation that occurs with
weapon-switching. You have a primary, secondary, and even a heavy
weapon that you can switch between at the press of a button, but the
problem is when you want to use weapons you're carrying other than
those three hot-keyed guns. If you go into your character screen and
switch up what you have hot-keyed, the ammo disappears for that
weapon, even if it was fully loaded before. This can be annoying for
some play-styles. Another thing I wasn't fond of was that I could not
join a team of players because I don't have “Playstation Plus,” a
membership with a $50 annual fee that allows discounts on games and
the ability to play multiplayer. My concern is that I might miss some
aspects of Destiny's story, because in the beta, there is already one
scenario I can't access. Something else I noticed was that when I was
in an area where a team was playing, the Fallen that spawned for them
seemed oblivious to me—I could shoot them and run around them, but
it was like they didn't see me at all. Finally, the tasks that I
gathered in the open-world environment started to get really
repetitive: “Kill more Fallen because” we need to study their
weapons, we need to study their armor, we need to study their
genetics, etc. There sure seemed to be a lot of quests that were just
trying to get me to kill more Fallen, when honestly, that's all you
do in the game anyway. Hopefully, the story and missions will be more
interesting in the full game, and consider that I've only experienced
4 or 5 main story quests in the beta. I'm not really on the fence
anymore—the game is fun—I just hope that the beta is a limited
snapshot of the scope of the game, rather than a warning of future
repetition and drudgery like so many other MMORPG's out there. I'm
hoping this one isn't all about the grind!
Thursday, July 24, 2014
Impressions of Destiny (part 4)
What about the gameplay itself? I can
easily draw comparisons to other games, such as Borderlands, where
you are always looking for a better gun and equipment. There are
always lots of Fallen and drones to shoot at, so if you enjoy FPS's
even a little, there is plenty to do in Destiny. Fallen respawn in
areas that have been cleared, so it appears that it is possible to
just camp out and “farm,” slowly raising your experience points
to level up. But honestly, I was much more interested in exploring
that incredibly detailed and realistic world. It's beautiful, and so
far, I haven't noticed any recycled areas. Everything looks like it
was designed individually rather than cut and pasted, and exploring
can be its own reward for a while. One nice feature early in the game
is, after you complete one of the first few tasks, you can summon a
hover-bike speeder and zip around the area more quickly. It is vast,
and I like that, unlike other MMORPG's, you're given a means of fast
overland travel really early in the game. The combat is very fluid,
and the AI of the Fallen is decent—they take cover if you are
aiming, they try to flank you (sometimes), and they react to your
positioning well (if you're camped out in an area they can't get to
without taking weapon fire, they'll toss a grenade over to you.)
Wednesday, July 23, 2014
Impressions of Destiny (part 3)
After I finished designing my
character, a narrative began explaining the story of the game. The
opening was definitely intriguing. Most of the earth is now unsafe,
with one last city watched over by a giant, hovering globe known as
“The Traveler.” After the opening, the story shifted to a barren
area filled with the frames of rusted cars while a floating,
mechanical eye-ball device scanned each one meticulously. In the
distance, strange armored humanoids with several eyes and odd helmets
seemed to take notice of the floating device, and gave a battle cry
as they grabbed their weapons to pursue it. At that moment, the story
shifts to your perspective and your character wakes up, discovered by
the eye which informs you that you've been dead for a long time and
says most of what you see won't make sense to you. He then urges you
to hurry, because “this is Fallen territory,” and you begin to
run to an indoor area where you grab your first weapon, a rifle.
At that point, the game begins in
earnest and you must get through the building to find a starship so
you can fly to the city. All you have to do is survive the Fallen
that hunt you long enough to reach the old starship. I could detail
the story further, but suffice it to say that as far as openings go,
I felt it was a solid start to a strong setting. As I played through
the game, there were missions where I'd have to go back out into “Old
Russia,” to find things that would advance the game further (a warp
drive for my starship so I could eventually go to other planets, for
instance.) On the way, I'd discover interesting bits of information
that unveiled more about the history of earth and what happened.
Though the story didn't get too far past the first 3 or 4 missions,
it definitely has me interested and hoping that this MMORPG, unlike
many of the others I've attempted, will have a story that keeps me
playing and coming back for more.
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