- There are a few mod NPCs around that seem to dominate dialogues, i.e. the writers tend to have them always coming out on top. I am determined that this will not be the case with Chrysta - she will win some, she will lose some.
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- As a partially formed character at the start of the game, I want the PC to be able to mold her development to some degree to match how they play the game. Chrysta will become subservient and compliant if an evil character wants to manipulate her into becoming his/her slave, but equally will come out of her shell and grow in confidence and ability if a good character wants to nurture her. Although I know there will be a lot of work involved, I foresee writing a few different character development paths for her depending on how she is treated.
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- With reference to points (1) and (2), I still see Chrysta as having a strong and well-defined personality which will mature and develop subtly during the game. She will not be a pushover, and if the PC is not careful to be consistent in the way she is treated, she will react and respond accordingly.
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- One thing that I always liked the way that Planescape:Torment deals with NPC interaction and development was the advanced player-initiated dialogue tree structures that, provided the PC used logic and care based on set experiences in the game, could be used to maneuvre the NPC towards some revelations of self-awareness that would then in turn unlock extra abilities, stat modifications etc. It is my intention that the same happens with Chrysta (as she seems the ideal vehicle for this)
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- I see Chrysta as complementing existing NPCs, not overshadowing them. There will be a lot of banter with existing Bioware NPCs (joinable and non-joinable) and hopefully some of the more popular mod NPCs, but I want her to blend in smoothly and be part of a game, not stick out and become the focus of it (the game is about the PC, after all). If I say that my favourite non-Bioware NPCs which I wish to emulate are Kelsey, Keto and Saerileth, then I hope people realise what I mean.
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- She will not be overpowered. While she will in no way be a "makeweight" in the group, I have a dislike of NPCs with clearly overpowered items, stats etc. I want people to keep her in a party for roleplaying reasons, not powergaming ones.
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- With due deference to my comments in (6), I wanted her to have abilities that would still be useful and would hopefully be unique among mod NPCs. With this in mind she will develop as an equivalent thief/assassin and druid, but with the PC able to direct the bias in class strengths through dialogue with Chrysta as she levels up.
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- While some of the subject material in some dialogues may include mature and adult areas, I am not a believer in excessive use of swearing or overtly sexual content. Chrysta is romanceable, yes, but if you are looking for a "clone sex slave" then you are looking in the wrong place!
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- Fourth-wall breakage is a no-no, and "jokey" dialogues will be kept to a minimum. I am a strong believer in suspension of disbelief, and I am no way as skilled as the Bioware writers were with Jan Jansen in writing jokey dialogues while still keeping everyone focussed on the game.
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- I want the non-romance dialogue/relationship path to be as well-developed as the romance path. I don't want people's experience of the mod to be less than satisfactory just because they either don't want to or are unable to romance her, and Chrysta's ultimate development will not be dependent on whether or not she is romanced.
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- In terms of how best to develop the relationship with Chrysta through dialogue, whether romancing her or not, in my experience with a lot of mods, the player is pretty safe provided that they take the approach of "make sure I don't choose the bad responses". In Chrysta's case, I want the approach to be more "I need to give careful thought about how to choose the good responses" - in other words, make it a challenge to help Chrysta develop in the best possible way. If any less-than-optimal responses are chosen, her character will still progress, just not as well as it might otherwise have done. I want a player to have a real SENSE OF ACHIEVEMENT if they manage to help Chrysta attain her best possible destiny.
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- There will be more than an element of puzzle solving and mystery to unlocking Chrysta's past, and as a result helping her come to terms with her future. Clues will be liberally spread around early in the game that point the party in the correct direction to start solving the mystery, and it is up to the player to use their intelligence, common sense and intuition to find further clues and help Chrysta to piece together her past. I love a good mystery!
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- And finally, unlucky 13... My self-imposed deadline is to get a working Beta out at the start of 2006, no matter what happens, and I hope to attract a team of people to help me with the mod that will continually remind me of this and will help me to keep on track whenever I start thinking "oh, hang on, why don't we just..." I am a dreamer with an expansive imagination, and I do occasionally need poking with a big stick to get me focussed on what needs to be done. Any help offered in that regard will be accepted humbly and gratefully!
Edited by Sir Kalthorine, 21 April 2005 - 06:37 AM.