October 24, 201213 yr I was very disappointed with D3 and the lack of interaction between the Demon Hunter and the boy who had lost his family. Seeing as it had such a strong link to the DH's background and motivations, I had hoped I could have influenced the boy to become a DH as well or taken him on as an apprentice. The conversations between the two seemed to be leading up to that and I was totally let down when it was 'Okay, see ya kid, bye.' But I tend to play matrons or caregiver PCs (Yes, I'm a total Carebear) so maybe this was just my take on it. Don't be like that Constance girl, she's weird - Manager @ Disneyland RL Bard, Storyteller, and Costumer
October 24, 201213 yr I was very disappointed with D3. I lol'd! Edited October 24, 201213 yr by kabaliero
October 24, 201213 yr I'd be a lousy mother and I'm definitely not the caregiver type (unless it's a pet cat....). Don't mind some "save the kids" sidequests and such, but overall ... completely not interested in playing some deep, parental/mentor figure. If one of the companions has some issues in that regard, however...as a story/quest arc...that might be fine. Just don't drag "me" into it. Still gaming with my 9900k/2080ti/32 ram. One day I suppose a game may inspire me to finally upgrade. Maybe.
October 24, 201213 yr I don't see a problem with it as long as it's optional. As for how to pull it off without the kid being an annoying brat, I think Jim Sterling laid it out pretty well: you have to choose to let the child become the focus of the story (or side-story). The child can't be forced on you, and if s/he is, s/he needs to not be annoying. I made up that last bit. But yeah. Jim said it best.
October 24, 201213 yr If the relationship is more mentor/mentee than parent/child, I'm fine with that. The PC seems to me to be on the mentee side of that relationship far too often, and it'd be a lovely change of pace for the PC to be a mentor.
October 24, 201213 yr All party members are optional remember? so no one would be forced into taking on said character, but I do think it would be cool if their was a character who you could mentor, who would grow up different ways depending on what you told him. Maybe he could ultimately even become on enemy depending on what you said to him? very interesting to me.
October 24, 201213 yr Sorry, but I'm not a mother figure in rl and I don't want it in the games I play either. Oh trust me, that tune will change when you get older. I used to be the same way.
October 24, 201213 yr Sorry, but I'm not a mother figure in rl and I don't want it in the games I play either. Oh trust me, that tune will change when you get older. I used to be the same way. People told me that sort of thing all the time, but my tune never changed. But then I've always been an odd duck. Still gaming with my 9900k/2080ti/32 ram. One day I suppose a game may inspire me to finally upgrade. Maybe.
October 24, 201213 yr Sorry, but I'm not a mother figure in rl and I don't want it in the games I play either. Oh trust me, that tune will change when you get older. I used to be the same way. How much older? I'm 38
October 24, 201213 yr Ah Princess Maker...good ol' Princess Maker Its even creepier when I read your post while looking at your avatar. I'd say the answer to that question is kind of like the answer to "who's the sucker in this poker game?"* *If you can't tell, it's you.
October 25, 201213 yr I have no problem with this. By which I mean, if the game had a companion who was younger, or newer to adventuring than I, I'd see no problem with the possibility that I could groom them, be their mentor, shape them with my advice. It would be fun to teach them about hope, justice, determination and all that crap; or to corrupt them and make them succumb to their rage. Or I could just go all Kreia on them and **** with their heads. That said, as with romance, this should be optional. Also, their personality shouldn't be compromised as a result, they should still be their own person; but I have the option of altering the path that they choose to take.
October 25, 201213 yr What kind of responsible parent would go off to fight monsters, collect loot, become engaged in factional warfare, fight ancient abominations, etc.? Your move, creep.
October 25, 201213 yr What kind of responsible parent would go off to fight monsters, collect loot, become engaged in factional warfare, fight ancient abominations, etc.? Your move, creep. One who has to pay the bills.
October 25, 201213 yr What kind of responsible parent would go off to fight monsters, collect loot, become engaged in factional warfare, fight ancient abominations, etc.? Your move, creep. Well, if the world of PE is anything like the world of Berserk then raising your kid on the battlefield and teaching them to fight is the responsible thing to do. I'd say the answer to that question is kind of like the answer to "who's the sucker in this poker game?"* *If you can't tell, it's you.
October 26, 201213 yr Well, if the world of PE is anything like the world of Berserk then raising your kid on the battlefield and teaching them to fight is the responsible thing to do. While I get the point Gambino wasn't exactly father of the year.
October 26, 201213 yr Ah Princess Maker...good ol' Princess Maker It's only Princess Maker if you get to marry your kid at the end. There are doors
October 26, 201213 yr I'd rather focus on my character and his story than build up some relationship with a kid..or a being a mentor. It only means waste time of play to build him up while he won't be crucial or even useful to the game. I'd rather focus on what's worth (deep character, background, faction, story) than adding something that optional and not necessary.
October 26, 201213 yr I think it'll work fine enough to just have an orphanage in town that you can visit and talk to the kids at, encouraging them to go risk their lives as adventurers or perhaps taunting them with the fact that they're parentless and likely to grow up (if they survive) to be vagrants and criminals. Maybe enable adoption and have them loiter around the player house. I think it is important that it be optional, and also have some impact in the game. The whole mentor figure thing reminds me a lot of Kotor2 - in a good way. I think you should be able to influence people to progressively change their attitudes, or become more set in their ways. Edited October 26, 201213 yr by UncleBourbon
October 26, 201213 yr @Unclebourbon. I also remember how it was handled in Fable..it was optional but honestly it was wasted time. The result and influence you could have and the interest was thin as paper.
October 26, 201213 yr Well, other games like Bioshock 2 and dishonored aimed for something similar - although neither case was really well executed - but I liked the idea of your own actions influencing other NPCs. Maybe instead of being a mentor to a child, our actions in the world might be able to influence our companions? Kinda like when y ou harden leliana or alistar in DA:O, but through your actions in quests, rather than just what you say to them specifically.
October 26, 201213 yr Well, other games like Bioshock 2 and dishonored aimed for something similar - although neither case was really well executed - but I liked the idea of your own actions influencing other NPCs. Maybe instead of being a mentor to a child, our actions in the world might be able to influence our companions? Kinda like when y ou harden leliana or alistar in DA:O, but through your actions in quests, rather than just what you say to them specifically. Yeah, a lot like that. In KotoR2, your actions can build up/lower the influence you have on companions, and that is a sort of multiplier that alters the companion's alignment. Also, you can talk several of them into becoming jedi. This can change the ending for them, too. Something on a lower scale for an orphanage/kid would be interesting, but I think that is best left for other genre of games. I could see maybe finding funds/convincing the government/finding a donor to keep the orphanage running, or perhaps employing the children as a band of child thieves to support it, or something. That, or buying and selling them like cattle. Maybe worsen the situation, have the kids thrown out on the street, and get a cut of the profits from the pitiless capitalist who opens shop there? I don't know, but a small quest arc - even if it spans through most/some of the game would be preferable to going back to visit the kid and read him bedtime stories, to me.
October 26, 201213 yr The thing is while it's a good concept everytime it was actually tried in a game it ended up being wrongly done. It seems like a difficult concept for me to be put in a game. Or else it should be done over a generational game (over 20 years or so). Edited October 26, 201213 yr by Dawn_
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