08-15-2007, 10:08 AM | #1 |
Adding Duke's personality to the game?
How do you want Duke to express himself, beyond his typical wisecracks, in DNF? What visual/audible cues would you like to see/hear in the game that distinguish Duke as a personality, unlike the generic protagonists we're used to playing in FPSs?
One example I thought of draws inspiration from UT, and it's "Multikill! ULTRAKILL!!!" proclamations. Something that obvious wouldn't work in DNF's setting, but an acknowledgement befitting Duke's attitude after consecutive kills could still be satifying. For instance, after X number of quick kills, Duke could puff a cigar, or flip his weapon, or give some other display of bravado. What other cues from Duke's environment can he take to establish his personality in DNF (BEYOND WISECRACKS!). What could he do, in certain situations, around certain places, or people? What would happen if a player wandered too close to a pretty lady? What if, for that second, WASD still controlled Duke's movement, but his gaze was temporarily uncontrollable with the mouse ("Sorry, there's no controlling my libido!")? Other ideas?
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08-15-2007, 10:34 AM | #2 |
Re: Adding Duke's personality to the game?
Well, taking control from the player on any level is an inherently bad thing and generally can be annoying on replays.
I do think it would be cool on occasion (this could double as a bit of "help"): If you approach a pile of physic objects, where say... Something is buried that you need (A keycard lets say). That Duke could take the barrel of the gun and knock the top layer of crap off of it as you come close to it. Sending empty boxes and paint cans, or whatever is in the way, flying.
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08-15-2007, 10:39 AM | #3 |
Re: Adding Duke's personality to the game?
In Duke Nukem 3D, all you had to do to open a door was simply walk up to it and press Space/RMB/E.
Here we could probably take that to a more creative level. Instead of simply opening the door, Duke could punch it open, kick it open, or charge into the door, in either case breaking it off the hinges. This would add more of a "rambo" atmosphere to the game. Or how about jumping from balconies onto enemies to kill them, a'la ROTT? I can see him jumping through a glass window, breaking it, and landing on the pigcop below in the street, crushing him. |
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08-15-2007, 11:44 AM | #4 | |
Re: Adding Duke's personality to the game?
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We can all agree, Duke is a strong character. He's not just a generic name with a generic background to give the player context, that the player 'becomes' in-game. Duke is his own man, and wouldn't want us to forget it. I don't know why we wouldn't subconsciously expect Duke, if we're playing poorly, to say "You suck!" and take complete control. I'm not suggesting anything close to that. I'm merely asking for examples of unexpected things Duke could do to remind us that it's him who's kicking butt (like GivingEverything's creative ways to do mundane things). Problematic in creating a strong personality for a main character is that the stronger the personality, the less you're going to feel like you 'are' the main character. I say, embrace it. If that means a momentary loss of control in a few choice circumstances, so be it. It could be the first game that feels like the protagonist had two brains in one body-- a symbiotic working relationship between you and Duke.
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"A government big enough to give you everything you want, is big enough to take away everything you have. Thomas Jefferson |
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08-15-2007, 11:55 AM | #5 | |
Re: Adding Duke's personality to the game?
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Taking control of the mouse or the keyboard is never a good idea, and no, its not because I have "never seen it done right" before. On the contrary in one instance of half-life the player is beaten unconcious, and a camerea entity is used to potray his fading vision. You can't do anything, but the camera looks around briefly. This is the only "right" way to "jack" the players control. It really pisses people off to keep "running into" an invisible barrier where they suddenly lose the abillity to aim, or move. Or like in DooM3 they abruptly reduce your mouse sensitivity and movement speed. The difference is that that had a plot based mechanic to it. Just taking the players mouse aim away to oogle a girlie seems like a poor game design choice. Sticking with the basic use of physics, one liners and the occasional FBA animation should work just fine to clue us into his attitude. Hes a very audible character and he should not be "deepened" too much to the point that he becomes something "else".
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08-15-2007, 03:22 PM | #6 | |||||
Re: Adding Duke's personality to the game?
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The point you're missing is, Duke isn't just a tank you control. Other games just have mindless tanks. Duke is a distinct personality, and with the progression of design and tech, Duke can be a more substantial influence on his story. Quote:
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I don't want something "else", just something more. If you're satisfied with Duke a la 1996, go play Duke 3D. If things evolve on the tech and design side, they can evolve on the story and character side. Although I've heard a lot of resistance to the idea (including yours), I'm not afraid of Duke changing. Duke can be better.
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"A government big enough to give you everything you want, is big enough to take away everything you have. Thomas Jefferson
Last edited by mysteryperfecta; 08-15-2007 at 03:48 PM.
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08-15-2007, 03:46 PM | #7 |
Re: Adding Duke's personality to the game?
My my you are defensive.
Please do not break up my posts. I used the term NEVER as in "outside of one instance", never. One can change their mind and not be a "flip flopper" okay? Thank you. Im not afraid of duke being "better", e3 2001 looked superb, and seemed like it played very smoothly. You don't have to go into the insanity zone to make him "better" though. Like taking control of the players controls. Most gamers do not enjoy that. In the instances that i've seen it at least be "acceptable" are things like "supernatural" instances, where it serves the story. Its still annoying after a few play throughs. The difference you're failing to see here is that when YOU use the stripper and DUKE reacts,Duke is reacting to you using the enviroment. Its Dukes reaction, to your action. Hes not taking control of the situation, you're still in control of what happens. You are in his head controlling HIM. Duke "being duke" may be a part of the experience(hes not a "mechanic" himself as he does not do anything in particular to the enviroment, he just makes speak), but so far all he has done is make comment on the enviroment and the players actions. Taking control of the player, or doing things that directly effect the gameplay(things that are not "harmless") could result in some very bad scenarios. The one liners, the special scenes, the secret areas, the random one liners when he finds items, or encounters civilians/babes... Those are the staples of the Duke Nukem character, but its the enviroment around the player that is acting, not Duke. Duke doesn't hopskotch over to the payphone and dial "911". If the player doesn't make it happen(as far as movement or interactivity), it shouldn't happen. Unless we're talking of say, Duke firing his eagle and with his empty hand giving the dead pigcop the bird... Thats a different story. The problem there is that you have to consider the realistic scenario of things like that happening. If he flips someone off, hes covering up another 15% of the screen, making it tough to see. You'd have to null out a feature like this in deathmatch as it would interfere with gameplay. Oh and another thing. Just because I don't think Duke should be a radically different character or type a game (A game that is surface serious and full of humor with all the trimmings, and nothing to serious or over done.), does not mean I have to go "play Duke3D" thats no different then calling me a chickenhawke because I support the troops but have not served. I have a right to my opinion as much as you do to yours. If you feel challenged, and its pretty obvious you do considering how defensive you are being. You can deny that if you want but thats beside the point... You should just realise it is just "my opinion" and its not more right or wrong then yours, especially since neither of us has a clue as to what DNF will actually be like at all... and anything we say here is pretty much moot on the outcome of what the game will ultimately be like.
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Last edited by Commando Nukem; 08-15-2007 at 04:04 PM.
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08-15-2007, 05:02 PM | #8 |
Re: Adding Duke's personality to the game?
I agree with the game taking over the camera thing. It's a bad idea. Most games that do that it feels more like a glitch or a bug, and I escape from the game to look for the game option to see if I can disable it.
If there's an obvious reason why the camera is moving by itself, ie you're strapped to a conveyor belt (Prey, Quake 4), you're semi-conscious and being dragged along (Half-Life), or some other physical restraint (passenger seat of car or helicopter ala FEAR) then it's not so bad. I can't see it being fun by forcing your camera to look at a stripper because "Duke would do that". The idea is to make you believe YOU are Duke doing these things, not Duke is in your head making you do things. Besides, I can imagine the frustration in the middle of a firefight when the camera violently yanks to the side towards a stripper just as you unload a shotgun. Sorry, it just doesn't sound fun. |
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08-15-2007, 07:09 PM | #9 |
Re: Adding Duke's personality to the game?
I liked Duke Nukem in DN3D.
How ever, looking back on the game, Duke has a few personality disorders IMO. He is a bit of a psychopath I thought, I understand there were alines capturing women and doing shit to them, but still a bit of a phyco. I will defend him however, because we don't REALY see is personal life. I highly doubt he simply sit at a strip club until closing hour Drinking. Im sure he has family to go to. I know he is fictional and all, but I really want to see some of Dukes Back life, before Duke Nukem 1 and 2. |
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08-15-2007, 07:22 PM | #10 |
Re: Adding Duke's personality to the game?
In Duke Nukem 1, Duke Nukum was a bachelor trying to find himself, watching Oprah, various soap operas, and becoming agitated every time the television went out. He happened to be working for the CIA at the time. When Dr. Proton started getting into monkey business, Nukum felt obligated to do his job (but only if he could get back home in time for Oprah.)
At the beginning of Duke Nukem 2, Nukum was constantly ostracized by his friends, the public, and the media for his sappy attitude, so he changed his name to Nukem, released "Why I'm So Great" etc., and basically got in everybody's face and started acting like Nukem now. There's not really much more to know, other than that he is obviously a womanizer and - on occasion - has been called an anarchist and a misanthrope. He's basically your average Joe; doesn't want to go out of his comfort zone, but he'll kick some ass if he needs to. |
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08-15-2007, 07:53 PM | #11 | |
Re: Adding Duke's personality to the game?
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08-15-2007, 08:58 PM | #12 |
Re: Adding Duke's personality to the game?
Go right ahead. I don't think this is exactly 3D Realms' interpretation, but I think it's pretty damn close.
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08-16-2007, 04:36 AM | #13 |
Re: Adding Duke's personality to the game?
That has answered allot of my questions about Mr Nukem.
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08-16-2007, 05:17 AM | #14 | |
Re: Adding Duke's personality to the game?
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Now you might argue that's how it is now, but the point is that the player doesn't exist in the universe, so everything the player does gets reattributed back to Duke. In the universe, there is no separate entity taking control at all, only Duke kicking ass. And the way in which Duke kicks ass of course depends on the way in which the player has controlled him through the game. The player is Duke. But as a player if you want to believe that you are actually controlling Duke, you can do, and if you want to believe that you are Duke, you can do that too - as long as the game never interferes with your sphere of control. As soon as it does that, fans are denied the latter choice and the division between them and the character is laid open, taking them out of the game. It also confuses the narrative and breaks open the fourth wall by acknowledging that there is a player controlling Duke. Finally, if the player is not in control then he feels a lot less empowered, and lot more 'shackled down'. First person control is the players' domain, it's the 'side' of Duke that he is given responsibility for controlling, and the player knows that he doesn't control what Duke says or how he converses with people, because that's outside of his power. Within the constraints of the game the player thus feels like he has infinite freedom, to model how Duke behaves outside of the core narrative. When Duke takes control however, all of that is taken away from the player.
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08-16-2007, 06:05 AM | #15 |
Re: Adding Duke's personality to the game?
In DN3D, didn`t Duke say something like "I`m tired of walking backwards" when the player was backpedaling a lot? I liked that, because he was not saying "Hey you, player. Stop walking backwards!" or something like that. He was sorta talking to himself. More comments like that definitely would be fun.
But Duke suddenly taking over outside of cut scenes? Well, that sure would be unique. But there had to be some explanation, like Duke going berserk or something. Duke openly admitting that he's in a game seems to be a bit too wacky to me. |
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08-16-2007, 06:09 AM | #16 | |
Re: Adding Duke's personality to the game?
The fourth wall was broken in Duke3D and Shadow Warrior only when the player wasn't doing anything. The idle chatter/animations ("What are you waiting for, Christmas?")
But yeah, interactive animations that go longer than Duke 3D's are bad enough. People want control at all times. Quote:
He does say "Damn it" in Duke 3D.
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08-16-2007, 06:12 AM | #17 | |
Re: Adding Duke's personality to the game?
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Sure it was great at the time but that was because it was new .. like being able to turn on the water and flush the toilets. |
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08-16-2007, 07:39 AM | #18 | |
Re: Adding Duke's personality to the game?
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I'm talking specifically about the character of Duke, and I don't feel my little suggestion goes into the insanity zone. I've just added a gameplay consideration. Games have been affecting optimal player control with flashbangs and gas (resulting in degraded vision, hearing, and movement). This is simply another complication-- wander too close to a hottie, and Duke is momentarily distracted. You're free to hate the idea. It was a simple suggestion to get the thread started, not a campaign.
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"A government big enough to give you everything you want, is big enough to take away everything you have. Thomas Jefferson |
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08-16-2007, 08:08 AM | #19 | ||
Re: Adding Duke's personality to the game?
Firefly--
You make salient points, but I wish, every once in a while, that people use their time to explore any idea, rather than pick it apart. The player/protagonist relationship is already murky, imo. The fourth wall is broken down, and reestablished on a whim. Truth be told, I don't think its been much of a consideration. Players control what they control, the protagonist controls what they control, and what is controlled by whom can vary. My suggestion could be part of a plan to break down the fourth wall (Duke is genuinely psychotic, and acknowledges that something is indeed controlling him), or the wall could turn into a two-sided mirror (Duke doesn't know we're controlling him, but we do). Does that eliminate the opportunity to 'be' Duke? Perhaps. Is that breaking some gamer commandment? A very strong, distinct protagonist at the center hurts that vicarious experience as well. My question is, could it still work? Can we challenge the status quo? Maybe we only control part of Duke's brain. Maybe (in an ironic twist), we control the ego, and Duke controls the id. Duke's impulses are to chase tail, and we are his better judgement. Again, I never suggested (and would hate) some ongoing battle for physical control of Duke. My suggestion was a tiny strategic consideration in the category of a flashbang effect. Quote:
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"A government big enough to give you everything you want, is big enough to take away everything you have. Thomas Jefferson |
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08-16-2007, 09:35 AM | #20 | |
Re: Adding Duke's personality to the game?
Rhetorical. Should've known.
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For Duke3D, Scott Miller was said to have suggested the babes be protected by punishing the player, i.e. spawn a trooper whenever one of them is killed, that attacks the player. Duke's world exists to pander to the combined Duke-Player ego. Anything goes.
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"Gentlemen, generations to follow will see us as the first pioneers of the internet. They will look upon our days as those of brave spirits and free ideals - where men were men, women were men and children were the FBI." Free Speech |
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08-16-2007, 09:59 AM | #21 | |
Re: Adding Duke's personality to the game?
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This thread's entire raison d'κtre is the pursuit of a Duke Nukem more significant, influentual, and fully-formed as an in-game presence. Duke (via his personality/attitude) is as big a distinguishing factor in these games as anything. I thought people liked that fact. I asked for suggestions of how Duke could be a bigger part of the game. This unexpectedly led to the matter of where the player ends and Duke begins. I wouldn't mind seeing 3dr play with that line.
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"A government big enough to give you everything you want, is big enough to take away everything you have. Thomas Jefferson |
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08-16-2007, 10:07 AM | #22 |
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Re: Adding Duke's personality to the game?
It al boils down to one thing...it's just a game, you can't expect a the main character to be himself more than the player playing the game. You control the player and thus you are the main character. If you want duke to do whatever he wants, then wait for a cinematic, too bad those are probably cut off the game.
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08-16-2007, 10:09 AM | #23 | |
Re: Adding Duke's personality to the game?
It might work better in a 3rd person shooter. And by giving the player the choice to give up control, like any other relinquishing interaction (see using toilets and peeing in Duke3d). Want to humiliate a dead enemy? Crouch and press 'use' on his dead body and Duke either removes his cigar or uses the most recently-fired gun barrel to blow smoke on the enemy's face.
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"Gentlemen, generations to follow will see us as the first pioneers of the internet. They will look upon our days as those of brave spirits and free ideals - where men were men, women were men and children were the FBI." Free Speech |
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08-16-2007, 10:26 AM | #24 | ||||
Re: Adding Duke's personality to the game?
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And I think in trying to design around these tradeoffs in a game like DNF, which already comes with a set of specific expectations about what the game and character represent, you risk alienating the fanbase and creating something that feels like a wacky re-imaging rather than a real sequel. I'm not sure people would react favourably to being told they control a small segment of Duke's brain that's in conflict with the rest of him! And of course by doing that, you make Duke schizophrenic and so change the character into something much less integrated, much less composed. I think the more Duke takes control, the more difficult it becomes to justify from a story perspective, and the more you risk alienating those that want to be Duke in his entirety. At the same time, infrequent small-scale 'interruptions' still risk pulling the player out of the game (especially as the player will have been given little opportunity to adjust), but lack the payoff of a properly integrated mechanic (where the player would feel like he had a symbiotic relationship with Duke). So to do justice to your idea, I really think you need to start afresh with a new game or character concept, where you're not constantly running into fan expectations, and don't have all this existing baggage to work with. Quote:
And the fourth wall is only ever explicitly broken down in pieces of 'easter egg' style dialogue and the like, where the player often isn't directly addressed at all. Quote:
What might work better is having Duke invaded by some alien force or organism, changing him visibly; although again, the game would be about the exploits of the organism! Quote:
Why don't I make the point differently: what's special about DNF that you feel makes it suited to the mechanic you describe?
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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08-16-2007, 12:06 PM | #25 | |
Re: Adding Duke's personality to the game?
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Really, this discussion has gone way beyond what I intended. I offered a very specific idea, and (perhaps mistakenly) explored the idea in more expansive terms in rebuttals. As a consequence, a (possible one-off, possible game mechanic) second-long involuntary camera steer befitting Duke's persona is now a showstopping, immersion-breaking paradigm shift. The basic premise of the thread is the insertion of unexpected 'Duke-isms' into gameplay. It could be as simple as Duke whistling at a dame, without the player pressing a 'whistle' key command. I suppose it could be something expected and repeatable-- running to a door and pressing 'USE' would have Duke put his shoulder into the door, busting it from the hinges, as GiveEverything suggested (or kicked in, as in the 2001 vid). It's about doing more things 'the Duke way' as opposed to the conventional way. What are some FPS conventions that could be tweaked so that they feel distinctly 'Duke'?
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"A government big enough to give you everything you want, is big enough to take away everything you have. Thomas Jefferson |
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08-16-2007, 06:40 PM | #26 |
Re: Adding Duke's personality to the game?
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