>>THe players background and motivation should
>>be left as open as
>>possible. Perhaps a begining where
>>you wake up alone and
>>must struggle throughout the game
>>to piece together and follow
>>rumours and stories to find
>>out who you really are
>>(which could be randomly set
>>at the beginning!!!!)
>>
>
>the idea behind the character being
>a specialist in some skills it`s in the
>tradition of all rpg`s,
>that you were once a specialist(maybe
>in the form of traits).
That meshes in well a Wanderer-Story where everything is forgotten. Some NPCs will revognise you and begin chatting with you as if you knew what was going on.
>let me just state that i also prefer almost total freedom in creating the character, it
>was only a thought connected
>to the shuttle idea...
>>explore to find your origins,
>>or failing that, turn your
>>back on your origins and
>>begin anew
Great minds think alike! I'm inclined to agree with you.
> i would like too see multiple endings, and i think exploring or turning back on your >origins would be a great way to help replayability (does this word exist?)
Replayabilty? Hell I'm using it now, so it may as well be! F2 has a good set of multiple endings (via it's aftermath summary) it would be good to keep this in, but extend it... eg if you die, show the aftermath of what you acheived till then,
Merlin Jones PhD