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knightofsolace
knightofsolace

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The Game's Protagonist - I need your feedback!

Hey everyone,

I want to talk about the game's protagonist.

A common critique I receive on Superheroes Suck nowadays is that the protagonist isn't really "vocal." This was a design choice early on in the game. I wanted more or less a faceless viewpoint that my players could use to experience the cast and its story. I didn't want to alienate anyone by making him standout too much: his most defining feature at this point in the game is that he's old enough to smoke. He's also supposed to be a little older than Harper, Valentina, and Chrys, but younger than Riley. As the plot has progressed, however, I've noticed his silence is bothering a lot more players. There are also some scenes were he can't be quiet, and scenes now (like with Artemisia & Chrys) where he talks quite a bit.

My initial goal was to make something of an every-man: a completely unremarkable individual whose only real trait was his compassion for people around him as well as sudden bouts of impulsivity. It's the reason he starts off as a cashier - it's a job with very few prerequisites. I should know. Retroactively, I've gone back and added vague details about his history and given him additional dialogue to make him seem like more of a character. Personally, I'm very pleased with his development along the course of the story - he opens up more, and speaks more as he adjusts to his new life and the people in it. 

There are some things now that I consider essential for the protagonist. Aside from his eyes (for those dramatic moments of surprise), I never really show his face and I don't plan on changing that. In fact, I'm planning on going back and removing those elements that do showcase his face in the next update. I'm also quite happy with his current progression in the Academy, and most of my edits will be for consistency with the various plot threads.

The reason I'm bringing this all up now is that Version 0.75 is shaping up to be my most ambitious update. I've made major additions to the code, and with Detective Keegan, I've now designed three new characters. I'm going through the whole game from back to front to hammer down on some of the game's worst offenses, which brings me to my question for all of you:

What should I do with the protagonist?

Should he have more of a backstory? It would be small, but it would also help me flesh out his character. He'd be 99% the same, but it would be easier for me to pull elements from his past.

I wanted to ask you all first before I made these changes since it is a departure from the game's core. Is this a good idea? Would you guys be all right with this change?

The protagonist has already been slowly evolving into his own character over the game's course due to manpower limitations. I'm a one man team, so I can't plan out everyone's ideal choices, which forces the protagonist to make choices that further the story. I think giving him a stronger foundation would be mostly positive, but I wanted your feedback before I made the leap.

What do you all think? Good idea? Bad idea? Let me know!

Comments

I really like the "Average Joe" approach where the MC has a completely unremarkable life up to the point where the game starts. It allows a perfect connection between the player and the MC. Not having a backstory is a good thing in my opinion. If I'd add elements of a backstory, I would concentrate on things that almost everyone can relate to, like having a hard time finding a job, being dumped by your girlfriend, having regrets over never asking your high school crush on a date...things like that. Those are completely ordinary, but still have an impact.

If you want to add a bit of backstory, go ahead and do it. It sounds like this will enhance your ability to tell your story. I've enjoyed the protagonist as is. First person during sex scenes and third person occasionally. You see his face when he studies and lifts weights by himself and he looks OK. I don't think you need to twist the protagonist into a pretzel to hide his face.

Castinsteel

Hello, My thoughts are to look at the long term, will this change make it easier to tell the story or will it make it harder? I wouldn't want to see you paint yourself into a corner so to speak.

Riidher66776

I like how he's more of a blank canvas. With games like this I want to be able to self insert, and I think adding too much backstop makes it harder to self identify with the character. I think if anything, it would be nice to choose background identifiers, so there's at least a facade of personalization.

Whooli

Caveat: I personally dislike faceless protagonists. Many reasons for that, but the most objective one is that it enforces super weird camera angles at times.

Rachnera

I don't think you can mix both approaches. Either you fully define the character. Or you keep him as generic as possible. Trying to do both at once is likely to end up with a character that is disliked by fans of both approaches, as either not someone that feels "alive" or not something they can project into. However... Well, as you've said, it's not really possible to keep someone perfectly generic eternally. He has de facto a personality and a past at this point of the story. Sure, cashier is a job can anyone can do, but it's not a job anyone has done, or done in the context of the shitty neighborhood of a big city. Similarly, his impulses to act on his 2AM ideas are not an universal trait. Etc. So... If there are only two options and one is not actually doable... Well, this is not much of a choice.

Rachnera

Would let*

Osamabeenfappin

Do a mass effect thing,funny,angry,kind. It wouldn't change the story,but wouldn't people put their own spin on the character.

Osamabeenfappin

I think exactly what you've done has been perfect. There really is a character there (a superhero who is trying to find his power) and how he's being trained in different aspects of being a hero by all of these women in his life. If you do TOO MUCH backstory it makes it harder to experience the game in a first-person manner. I'd much rather that you kept things the way they are. If you wanted to add more choices with dialogue that would be one thing, but then you'd have to decide if this is a novel or a choose your own adventure story. I personally like that I really can't make a "wrong" decision when it comes to dialogue. It's less pressure and makes the story more fun.

Hagbard_Celine

I can see where you're going with the back story idea. But with what we've seen so far in that regard, it might be a waste of time and resources. Unless you're going to go back to the mom and see if she's a carrier, otherwise its like you said. Hes an everyman doing the simple 9-5 and begrudging it every day.

OBE


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