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Ascension Simulation
Ascension Simulation

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Goddess Maker Mechanic: CHARACTER ARCHETYPES

Introduction 

As Goddess Maker is presenting itself as a roleplaying game set in a unique developer-crafted world, it is key to ensure that the characters are beholden to an in-game purpose.

Many in the Community Custom Character discussion have often asked about a guide to help them understand how their character can fit into Goddess Maker’s world, so I made this list of character archetypes that they can fit their character into.

Note that game sections can change a character’s archetype role, but should be expected that a character will stay a certain archetype throughout the game section.

The Protagonists

-Only two, the player character “Nofi” and the partner character “Allia” whom are the perception of the world around them.

-Given that if the partner character isn’t the protagonist whilst the player character is acting as the sole considering protagonist, her secondary classification is that of an antagonist.

-In the non-sexual mode of the game, the player character’s pet pig is bundled as an extension of the player’s protagonist role, in equivalence to the player character’s penis, in the sexual mode, being a protruding extension of the player character.

The Fools

-Strictly non-proactive characters whom act to amuse the protagonist(s).

-These characters can come in all sorts of flavors like being exposition, a holiday gift giver, or just providing a service, but they all share in common the trait of avoiding relation to power. “Power” as in the transformative oddities, "will to power" pursuit, or the betterment of oneself trends that Goddess Maker circulates around.

The Collaborators

-Characters like Marissa who seek the mutual betterment of each other through an arrangement where both parties prosper when the terms of the relationship are followed.

-Collaboration is treated as the preset choice of affairs similar to a social contract where following the law of the land grants one their security from harm, so the protagonist(s) would need to willingly take the step to break from the collaboration, if the pursuit beckons a betrayal of previously agreed upon terms.

The Coercers

-Characters like Freda who levy force against the protagonist(s) in exchange for power.

-Like the collaborators, benefits can occur as a reward for continued association, but unlike the collaborators, there is less agency of refusal as pursuing an exit is met with harm done to the protagonist(s).

-Since the coercers are in competition with the collaborators, their benefits offered tend to be of a greater value, pressing the protagonist(s) in a dilemma where they weigh the greater benefit versus the irritation of refusing.

The Malleables

-An undefined character archetype yet to form, like Susanna, whose ongoing personality and decisions reflects the protagonist’s personality and decisions.

-Unlike the fools, the malleables are impacted by the power which takes effect upon them and typically molds them into a different character archetype like a collaborator, pull, or disruptor.

-Otherwise, like the community of individuals whom are affected by the changes that the protagonist(s) bring forth, but not proactive in response, they remain as malleable.

The Rivals 

-Characters like Chad and Stacy whom are in competition over an attribute like height. 

-The rivals don’t necessarily need to transform, but are required to invoke the competitive speciality of the attribute within them, sorta like in the Strength Tournament where the characters, whom the protagonist battles against, have different strengths, but concede their rivalry when defeated.

The Pulls

-Characters like Bambi and Hans who act to pull a character away from another character, challenging the strength of the relationship.

-Seduction and reputation-shaming play a big role in the attempt to bring someone along onto the “greener side”.

The Foils

-Characters like Captain Disgust who act to foil the protagonist(s) on behalf of a clear guided reason.

-Unlike coercers, there is no trade to be insisted upon, but just an impeding and meddling force that needs to be addressed and mitigated.

The Disruptors

-Characters who act on envy, greed, wrath, etc. to bring upon random problems onto the protagonist(s).

-Typically is reputation when low there is more disruptive activity and vice versa when the conditions are reverse. A foil or coercer often directs their activities.

-Most animals and extraordinary outside entities also fall under the disrupter category, as their presence is disruptive, even if they’re openly invited to meddle in the protagonist(s) affairs.

The Associates 

-Minor characters, like Freda’s family of goons, whose purpose is to belong to a more major character.

-Unlike the malleables, they are already under an influence, so their expanded role is a derivative of whom they follow.

The Benchmarks 

-Digitized characters, whom exist solely as a fixed measurement unit to compare to another character.

-For example, a delineation of a giantess can serve as a height variable to eventually surpass in size.

The Antagonists

-Characters whom are in direct existential struggle with the protagonist(s).

-These are often the most fleshed out characters, given their relative position to the protagonist(s).

-Given the multiple route structure, there isn’t a main antagonist in the “Lab of God” game section since it’s the hub that binds the beginning of all the routes, arguably the partner character would be closest, but as the game expands past “Lab of God”, each route will contain a specific antagonist relevant to that route’s plot.

-Unlike the rivals, the antagonists don’t necessary need to be in competition, but rather simply are the main opposition to the protagonist(s), by the means available, sorta like the foils, but to the degree where they are carrying out an counter agenda, as opposed to just being reactive to what the protagonist(s) intends to do.

Other Character Related Trivia

Animals in Goddess Maker

-As part of the humbled and grounded aspect of the human-focused “Lab of God” game section of Goddess Maker, animals, such as cows and cats, appear to interact with the characters in their own inane ways. 

-They don’t have the apparent high reaching ambitions like humans characters do, but have a proactive response to protagonist’s affairs, like a mouse entering the lab if the protagonist(s) brought a lot of cheese, creating an unintended issue that’ll need to be dealt with.

-The only in-game attribute for animals is their height, and in extension their size and mass.

Robots in Goddess Maker

-Since Goddess Maker explores a world with technological developments in mind, robots are within the franchise of possible characters, with their diversity granting them a vast character archetype range akin to a humans, since they are fully an projection of one’s creative design.

-There’s not much to limit as a robot’s potential design is endless, but there a few author mandated things such a robot never possessing a soul (and in extension not possessing psychic/magical powers), never possessing an ethos/conscious (strictly an imitation of thought following a set of instructions), and possibly controversial, never possessing beauty or a penis as an attribute, as these are exclusive to a sexual species. 

Character Transformative Forms

-It would be the ideal to have all the major characters to have at least two other transformative forms, and the minor ones, apart from the foils, at least one, but the more work that is planned only adds to the backlog.

-Priority wise, the more major the character is, the more forms will be drawn for them to transform to, like the partner character will undoubtedly have the most art attributed to her development, as she is main focus, and what I have planned for her is immense and quite incrementally detailed.

Community Character Implementation 

-Community Characters, characters that the community can purchased to be developed as a character in-game, are specifically implemented in such a way that they can be enabled on or off, in case of infringement or whatnot, so their visibility is akin to a protrusion that can be cut off without interference to the core.

-By treating it as a sort of toggleable in-game mod, this allows for more characters to appear, while also having their event content not interfere with the game balance, but as a way to experience a new playthrough, by changing up the context but not the core progression.

Character Organizations

-There will be character organizations like will be seen in the Strength Tournament and Beauty Pageant Side-Struggles where the protagonist(s) are up against a rival group instead an individual, hyping up the progress to when encountering the leader.

-Typically interaction with a character organization, is a precedent to a route change, as the following game section circulate around that faction, or at least the succession of what the faction represents.


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