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Connecticut Shooting
author=Solitayre
I do think guns should be more regulated, much like cars.
Much like driving, you should be required to pass a basic gun training and safety class, teaching owners how to properly handle and fire a gun safely, in order to own a gun. If you cannot pass this class, you have no business owning a gun.
You should be required to pass a written exam specifying that you understand your rights and responsibilities as a gun owner, understand the legal ramifications of owning and using a gun, and that you understand the moral and ethical responsibilities of gun ownership. If you cannot pass this test, you have no business owning a gun.
Gun owners should be required to demonstrate that they know how to properly store and secure their gun from being used by someone else. If you cannot demonstrate this, you have no business owning a gun.
You can tell anyone I said these things.
Yes, I agree with you on the points you have made; many Americans object to any form of gun control, but a gun is not a frivolous purchase, and only responsible individuals with a use for them should own them, in my opinion.
As with the last public shooting, and all the shootings before that, people are going to wonder about the psychological disposition of the gunman, but frankly that is entirely irrelevant; when you strip away all the politics and media sensationalizing, you have the incontrovertible fact that the gunman could not have carried out the shooting without access to his mother's gun collection. Without the guns, he could not have killed so many people.
Even at the best of times, guns are dangerous to have in the house. I'm Canadian, and just to prove that gun-related deaths are by no means exclusively American, a student my mother taught once witnessed his father shoot himself in the face due to his being careless with a loaded rifle. Yes, guns can kill people all by themselves. There are all kinds of stories about children finding their parents' gun, or family arguments that go too far, or neighbours who are mistaken for burglars and shot.
As with every shooting, there will be heated debates between gun control advocates and gun support groups regarding what the proper course of action is now; some have suggested arming all schools and training staff with the use of guns, but I think this is a poor solution, personally; a deranged individual determined to kill people and then kill himself is not going to be deterred by the presence of a weapon, and even if a security officer was present he couldn't be everywhere at once. No, statistically prevention is more effective than increased security in reducing the number of shootings.
Advocates of unrestricted access to guns will point out cases where gun control has had no effect, or even cases where the number of gun-related crimes increased after legislation was passed. However, there are just as many recorded cases where gun control appears to have reduced the number of shootings; Britain's Firearms (Amendment) Act of 1988 had some of the strictest gun control legislation in the world, which required mandatory registration for owning shotguns, and banned semi-automatic and pump-action weapons. Despite a peak of gun violence in the 90s, the number of shootings has continued to fall afterwards. In 2010/11 there were 11,227 offenses, 53% below the peak number, according to the official crime figures. Crimes involving handguns also fell 44% (from 5,549 in 2002/03 to 3,105) in 2010/11. The success of this gun legislation where other legislation has failed has been linked to better policing against gangs and increasingly updated and revised legislation. Obviously legislation by itself doesn't do anything; it requires public support and the will to change.
I think that it would be entirely beneficial to reduce casual sale and access to guns while still maintaining the right to bear arms; it would of course not stop all shootings, but logically it would reduce the number of shootings simply by denying the deranged easy access.
It's up to us.
How soon do you have to reveal the main antagonist?
As others have wisely pointed out, one big antagonist should not be the only driving force of the plot; he/she/it belongs to a larger world, which, to come across as believable, is full of conflict and drama everywhere. The villains are a part of that world, and live by its ever-changing rules.
Take the real life historical figure of Ching Shih (1775–1844); she was a Cantonese prostitute who was captured by and married Zheng Yi, a notorious pirate. After her husband's death in 1807, she used her influence and her cunning to maneuver her way into leadership of the fleet, establishing a hegemony over coastal villages, imposing taxes and demanding 'protection' money, among other pirate practices. She was known for her brilliant tactics and extreme brutality, and was feared throughout China. When the power of her fleet grew too great, the entire Chinese navy was sent against her, along with the Portuguese and the British; Ching Shih decisively defeated them all. Finally, she and all of the pirates in her fleet were granted amnesty in 1810, and she retired with her loot and her husband (her former lieutenant) and her son Cheung Po Tsai. She opened a gambling house (most likely not without a sense of irony) and died in 1844, at the age of 69. She was one of the most successful pirates of all time.
Now, doesn't Ching Shih sound like she'd make a great antagonist for the heroes? Would anyone who met her back when she was a prostitute ever imagine her rise to power? She did not exist in a vacuum; like any ambitious individual, she keenly saw the world around her and took advantage of her circumstances. What makes her a villain is that she had no qualms about brutalizing or extorting the weak, as she herself had seen how cruel the world was towards the powerless. While her crimes were on her own head, she justified her actions within her historical, economic and geographic context; they had as much to do with her path in life as her gifts.
So, my advice to anyone wondering when to reveal the antagonist is this; is there a reason why such a character would emerge from the story you are writing, and, if so, is that reason believable? Most real-world villains don't want to destroy the world because they are manic depressive misanthropes (or, if they do, they likely don't have much economic or political influence); they want money, power, respect and a sense of 'winning' at life. Many of the most horrible people in history seek these goals while forming elaborate justifications for their behaviour, rationalizing the cruelty of the world, creating scapegoats, etc. The context for such characters is all-important, as it dictates if and how these individuals will have an opportunity to bring their ambitions to fruition, and the consequences to others if they should succeed in doing so.
When thinking about the setting for your game world, consider what forces of change are at work politically and economically, and how both the heroes and the villains fit into those conflicts; you will be surprised how fast the motivations of your characters become believable and organic.
One last bit of advice, which is some of the best writing advice I've ever received; don't force the plot. If you want the story to go one way, but everything you've written up to that point is going another, cut the strings and let the story take its course. If your characters have grown naturally from a world in motion, they will tell you what to write sooner or later.
Take the real life historical figure of Ching Shih (1775–1844); she was a Cantonese prostitute who was captured by and married Zheng Yi, a notorious pirate. After her husband's death in 1807, she used her influence and her cunning to maneuver her way into leadership of the fleet, establishing a hegemony over coastal villages, imposing taxes and demanding 'protection' money, among other pirate practices. She was known for her brilliant tactics and extreme brutality, and was feared throughout China. When the power of her fleet grew too great, the entire Chinese navy was sent against her, along with the Portuguese and the British; Ching Shih decisively defeated them all. Finally, she and all of the pirates in her fleet were granted amnesty in 1810, and she retired with her loot and her husband (her former lieutenant) and her son Cheung Po Tsai. She opened a gambling house (most likely not without a sense of irony) and died in 1844, at the age of 69. She was one of the most successful pirates of all time.
Now, doesn't Ching Shih sound like she'd make a great antagonist for the heroes? Would anyone who met her back when she was a prostitute ever imagine her rise to power? She did not exist in a vacuum; like any ambitious individual, she keenly saw the world around her and took advantage of her circumstances. What makes her a villain is that she had no qualms about brutalizing or extorting the weak, as she herself had seen how cruel the world was towards the powerless. While her crimes were on her own head, she justified her actions within her historical, economic and geographic context; they had as much to do with her path in life as her gifts.
So, my advice to anyone wondering when to reveal the antagonist is this; is there a reason why such a character would emerge from the story you are writing, and, if so, is that reason believable? Most real-world villains don't want to destroy the world because they are manic depressive misanthropes (or, if they do, they likely don't have much economic or political influence); they want money, power, respect and a sense of 'winning' at life. Many of the most horrible people in history seek these goals while forming elaborate justifications for their behaviour, rationalizing the cruelty of the world, creating scapegoats, etc. The context for such characters is all-important, as it dictates if and how these individuals will have an opportunity to bring their ambitions to fruition, and the consequences to others if they should succeed in doing so.
When thinking about the setting for your game world, consider what forces of change are at work politically and economically, and how both the heroes and the villains fit into those conflicts; you will be surprised how fast the motivations of your characters become believable and organic.
One last bit of advice, which is some of the best writing advice I've ever received; don't force the plot. If you want the story to go one way, but everything you've written up to that point is going another, cut the strings and let the story take its course. If your characters have grown naturally from a world in motion, they will tell you what to write sooner or later.
Motivation sapping dungeons/maps... how do you deal with them?
Thanks Verincia. Your idea is similar to the approach used in the Sega CD game 'Dark Wizard' (which was a strategy game, not an RPG, but definitely had RPG elements):
http://www.youtube.com/watch?v=XO0lnAK7yPM#t=03m43s
Another option is to have just one town be the central hub of the game, with dungeons and other locations being accessible in the outlying lands, or through other means. One game which took this approach was the PSX classic Alundra:
http://en.wikipedia.org/wiki/Alundra
This approach can not only save on mapping time, but also allow for a much more detailed and complex environment with inter-connected NPCs who reveal more about themselves as the game continues. This is essentially what the Persona series does.
http://www.youtube.com/watch?v=XO0lnAK7yPM#t=03m43s
Another option is to have just one town be the central hub of the game, with dungeons and other locations being accessible in the outlying lands, or through other means. One game which took this approach was the PSX classic Alundra:
http://en.wikipedia.org/wiki/Alundra
This approach can not only save on mapping time, but also allow for a much more detailed and complex environment with inter-connected NPCs who reveal more about themselves as the game continues. This is essentially what the Persona series does.
Why rm2k3 is terrible for action games
This is slightly off topic, but I'm sure you're all familiar with IG Maker, which advertises that it can be used to easily code action RPGs:
http://www.rpgmakerweb.com/product/ig-maker
I haven't used this program myself, but I've read mixed reviews. To anyone who has used it; does it solve any of the problems Darken brought up?
http://www.rpgmakerweb.com/product/ig-maker
I haven't used this program myself, but I've read mixed reviews. To anyone who has used it; does it solve any of the problems Darken brought up?
What are you thinking about? (game development edition)
Thanks. Yes, a large part of the game's plot revolves around what kind of person the player chooses to make the main character; personality affects relationships with other party members, as well as certain story paths and unlockable content. It's not really a morality system (the player is always basically good), but more of an on-going personality test; how the player does things is as important as what he/she actually does.
In regards to your question, I think releasing a new demo if it is ready is a good idea; it will, as you say, build up enthusiasm for the game and allow you to get feedback for a number of changes (and feedback is gold in this business!)
In regards to your question, I think releasing a new demo if it is ready is a good idea; it will, as you say, build up enthusiasm for the game and allow you to get feedback for a number of changes (and feedback is gold in this business!)
What are you thinking about? (game development edition)
The main challenge I face is just finding time to work on aspects of my game, around my job and other duties.
But, for a non-lame thought, I'm currently working on the personality system for my game, which should be a large part of the gameplay when it is finished. Basically, I want earlier decisions from the player to 'tally' into later dialogue options, which sounds simple in theory but requires some tricky implementation with the script in practice.
But, for a non-lame thought, I'm currently working on the personality system for my game, which should be a large part of the gameplay when it is finished. Basically, I want earlier decisions from the player to 'tally' into later dialogue options, which sounds simple in theory but requires some tricky implementation with the script in practice.
What are you thinking about? (game development edition)
But, lots of SMT titles have enemy-specific and player-specific skills, even in games with Demon recruitment.
Silent hero or non silent hero?
The distinctions that others have pointed out in this thread are quite valid, and it really comes down to how you want the narrative and the gameplay to pan out. I propose, however, that there are not two categories to be discussed here, but in fact three. They are as follows:
1) The Blank Slate Hero
Your typical silent or mostly-silent protagonist character, often used in games where the player generates their own custom character, such as Skyrim. Since there is no character to write, the challenge as a writer is to give the player things to do and involve them in the story beyond simply undertaking fetch quests and going along for the ride of the main story. It's no secret that players love to customize their characters, but they want to also have some impact on the story, or, better yet, make their own story. Will Wright famously argued that games are "not The right medium to tell stories", noting that in Grand Theft Auto he usually skipped the story segments to go do his own thing. If you are making an open-world game full of possibilities with only a basic plot to tie things together, blank slate heroes are probably the best choice; any attempt at written characterization will just get in the way of the open-world experience.
2) The Pre-Written Hero
As KingArthur pointed out, these kinds of protagonists are common in JRPGs, and can also factor into an ensemble cast. Pre-written protagonists need to be written as interesting, complex characters that the player enjoys spending time with. One of the best examples I can think of is Agent York from Deadly Premonition, who is so weird and cool that the player can't help but want to see what he'll do next. Being pre-written also doesn't mean that the player can't have any impact into what the character does; many of the best JRPGs allow the player to choose the hero's romantic interest and other important decisions which affect the story and the ending.
The challenge of writing these characters is obvious; you don't want to make the character a cliché, but at the same time you also don't want to make the character bizarre and unrelatable. This is why many writers fall back on the tired 'amnesia' plot device, so that the player can learn things at the same rate as the hero. Describing how to write a compelling protagonist would go well beyond the scope of this post, so my only advice is to think about why the story you are telling focuses around this character, and what kind of character the events of the story dictate he or she should be. Ideally this line of thinking should help you establish a fitting protagonist that enhances the pre-written story and draws the player into the game world.
And now, the third kind, and my personal favourite:
3) The Custom-written Hero
This character is different from the Blank Slate Hero in that the character has a written place in the game world already, like the Pre-Written Hero. However, the actual personality of this character is not dictated by the script, but instead by the player. The best example I can think of is Commander Shepherd from the Mass Effect series; Shepherd is basically the same character in everyone's game, but every player has their own stories about what their Shepherd has done. This is a happy compromise between the first two types, as it allows for a pre-written story while still giving the player a lot of freedom. The challenge here is to keep the player's options open, without sacrificing the larger narrative.
So, those are my thoughts. As always, your mileage may vary.
1) The Blank Slate Hero
Your typical silent or mostly-silent protagonist character, often used in games where the player generates their own custom character, such as Skyrim. Since there is no character to write, the challenge as a writer is to give the player things to do and involve them in the story beyond simply undertaking fetch quests and going along for the ride of the main story. It's no secret that players love to customize their characters, but they want to also have some impact on the story, or, better yet, make their own story. Will Wright famously argued that games are "not The right medium to tell stories", noting that in Grand Theft Auto he usually skipped the story segments to go do his own thing. If you are making an open-world game full of possibilities with only a basic plot to tie things together, blank slate heroes are probably the best choice; any attempt at written characterization will just get in the way of the open-world experience.
2) The Pre-Written Hero
As KingArthur pointed out, these kinds of protagonists are common in JRPGs, and can also factor into an ensemble cast. Pre-written protagonists need to be written as interesting, complex characters that the player enjoys spending time with. One of the best examples I can think of is Agent York from Deadly Premonition, who is so weird and cool that the player can't help but want to see what he'll do next. Being pre-written also doesn't mean that the player can't have any impact into what the character does; many of the best JRPGs allow the player to choose the hero's romantic interest and other important decisions which affect the story and the ending.
The challenge of writing these characters is obvious; you don't want to make the character a cliché, but at the same time you also don't want to make the character bizarre and unrelatable. This is why many writers fall back on the tired 'amnesia' plot device, so that the player can learn things at the same rate as the hero. Describing how to write a compelling protagonist would go well beyond the scope of this post, so my only advice is to think about why the story you are telling focuses around this character, and what kind of character the events of the story dictate he or she should be. Ideally this line of thinking should help you establish a fitting protagonist that enhances the pre-written story and draws the player into the game world.
And now, the third kind, and my personal favourite:
3) The Custom-written Hero
This character is different from the Blank Slate Hero in that the character has a written place in the game world already, like the Pre-Written Hero. However, the actual personality of this character is not dictated by the script, but instead by the player. The best example I can think of is Commander Shepherd from the Mass Effect series; Shepherd is basically the same character in everyone's game, but every player has their own stories about what their Shepherd has done. This is a happy compromise between the first two types, as it allows for a pre-written story while still giving the player a lot of freedom. The challenge here is to keep the player's options open, without sacrificing the larger narrative.
So, those are my thoughts. As always, your mileage may vary.