Black said:Arcanum is another great example how to make NPCs, even villains.
Kerghan anyone? His speech? http://pl.youtube.com/watch?v=cMZi217RUUY&
Taking emo to the Nth degree doesn't make it cool.
Black said:Arcanum is another great example how to make NPCs, even villains.
Kerghan anyone? His speech? http://pl.youtube.com/watch?v=cMZi217RUUY&
Per said:FINE. Kerghan is really cool because he's really really old (like a Rice vampire!) and probably dresses in black (like a Rice vampire!) and has glowing eyes (like any proper Mary Sue!) and speaks in a gravelly voice (you can sense how old and tired he is, oh how his soul must be suffering!) and wants to extinguish all life (because that's really really original for a villain motivation!).
Brother None said:You always get all curmudgeonly when someone dares to name something good about any RPG other than Wasteland, per. Why the anger?
Per said:As for Kerghan, unless I'm wrong his speech amounts to "there is all this suffering, it must stop". The reason I derided this as emo (which, I guess we are all aware, is not a technical term) is that it shares the central, perhaps necessary premise that nothing is better than suffering, or in other words, denying that anything is better than nothing (because if you believe that, then suicide and mercy killings are absurd). I don't regard emo as a subset of nihilism, which is simply speaking the belief that nothing matters. Wanting to destroy the world is not specifically nihilist; invoking a reason for destroying the world fairly contradicts it.
Per said:Your second argument is the one you should have made in the first place; that anything is fair game if done well. This is true. (To a point. And heavily subject to subjectivity.) For myself, I can only say Kerghan didn't resonate with me, not so much because he was badly done as because 1) they introduced a philosophical point they hadn't been building towards even though they reasonably could have, meaning it came off as a sudden jack-on-a-soapbox, and 2) my reaction to him was pretty much "ah, another one of these" - the latter being dependent on your own reading history, I guess. It was a plot turn that fell flat at a critical point of the game where there should have been a payoff, and that can easily sour your opinion of the game as a whole.
Brother None said:It's not nihilism, I wasn't saying it was
Per said:Taking emo to the Nth degree doesn't make it cool.
Brother None said:All nihilism is emo by default now?
Brother None said:1) is true, except that the value of building up is not an inherently necessary quality of building a good character.
Brother None said:In fact, I'd say it's "the easy way out" to have a game slowly build its philosophical structure, like PS:T. It's easier because you have time to get the idea to penetrate, rather than having to make something forcefully in one blow.
Per said:I guess you weren't!
Per said:It's relevant to the impact and contribution of that character to the whole. Arguably the characters in Torment which were hit a lot with the buildup stick (Ravel, Pharod) were much more interesting and successful than those with a tenuous relation to TNO (Fhjull, Trias). In fact I have always thought that the Ravel arc made a better centrepiece for the game than the Fortress of Regrets arc.
Per said:That doesn't really make sense as a statement on dramaturgy. There are no bonus points for forgoing the building of themes in order to introduce viewpoints and motivations as isolated phenomena, whether you "succeed" or not. It just means your work will lack the building of themes to draw from.
Brother None said:Either way, I am now.
Brother None said:Maybe that's just, like, your opinion, man.
Brother None said:It also means your work is more unique and striking. By foregoing standard tools of dramatic storytelling you're adding to the story's worth by definition, especially if you succeed.
Brother None said:Unless you consider doing the same as everyone else a great success. Winning formulas are winning formulas, no reason they're the only formulas.
Per said:Now you're confusing me.
Per said:he two last sentences, which were included to illustrate the point, sure. The first sentence was where the stone-cold truthiness resided.
Per said:The story's worth for whom? The player? Certainly not. Sure, any absence or deviation can be rationalized as a form experiment. It could even be true. It's still card tricks in the dark, on the scale we're talking about. This is Storytelling 101, not engineering the skilful omission of the letter E from all the text in the game, or having decided to make a highbrow RPG when everyone's clamouring for a stupid shooter. Even someone who really, really liked Kerghan's bit isn't going to look back and say, "And the really memorable and striking thing about it is that they didn't even set it up beforehand! Wooo!" If it works, it works in spite of not being supported by a context. As someone who thought it didn't quite work as well as I would have wanted, I'm not really inclined to give Kerghan a break on that count.
Brother None said:Platitude.
Brother None said:I think you're looking at this from the wrong angle because the carefully set up storyline is done well more often than the bang suddenly storyline.
Brother None said:There is no "aaaah, so that's what he meant!" which is a drastically overdone storytelling mode, because nobody hinted at it before.
Brother None said:Instead, you're hit with a certain reality disjointed and diametrically opposed to what you've seen so far.
Brother None said:Ascribing this to some kind of inherent inferiority and stating this mode of storytelling can only represent a nerfed version of the set-up storymode just shows limits of vision, man.