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Don't get me wrong. I love the grand narrative of the of the 6th age with Sliske and the gods as characters (armadyl #1 fyi.) But I've recently been replaying some of the older quests on a new account and...

Your character is FUNNY! and an actual character too, not just a player stand in. For instance: In the fremenik isles questline, your character tries to jut in about all the "Cool songs" theyve been coming up with for the lyre when asked to be a Spyjester. In priest in peril, you act like an absolute buffoon and the king himself yells at you. In recipe for disaster, absolutely no one understand the timey-wimey shenangians and your character gets all pissy trying to explain it to people.

I don't know, I think I just miss the days when the player was very much a human who's trying to adventure in the world. Instead of being some superhuman marvel goodness and justice type hero.

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about 2 years ago - /u/JagexJack - Direct link

Honestly this is a difficult problem in game writing. I did a talk about this a while back... I arbitrarily divided game protagonists into a bunch of categories along an axis from "less strongly characterised" to "more strongly characterised":

  • Blank slate - e.g. Icewind Dale
  • Faux blank slate - e.g. Gordon Freeman, Doom Slayer
  • Extreme choice - e.g. Torment, Disco Elysium
  • Limited choice - e.g. Commander Shepard
  • Defined but flexible character - e.g. Geralt
  • Defined character - e.g. Joel (The Last of Us)
  • Runescape is anywhere from Blank Slate to Limited Choice depending on the writer and period. In general, the player is not a "character" - they do not have any beliefs or needs.

The reason I say it's difficult is just that different players have different preferences. Some players much prefer something like Bayonetta where you have a strongly defined character who makes decisions and who you watch kinda like a TV show. These characters are likely to talk a lot and volunteer a lot of opinions. Other players find this highly unimmersive, and want to "roleplay" (not necessary in a formal sense, just immerse themselves in the situation a bit) either as "them" or as some character they've imagined, a la something like Skyrim.

I don't think "depth" is the right term for what you're describing, but I would definitely agree with "characterful" although it's highly dependent on the author. In some old quests the player is very strongly characterised (typically as a wisecracking buffoon who witlessly aids the villain) and in others they barely say anything.

For a lot of the sixth age content we made the conscious decision to have the player be less uh... stupid, essentially, but we do still get regular complaints from quest players that the player should be smarter than they are.

Mod Zura (who wrote Daughter of Chaos and the civil war miniquests, and will be writing the first major quest of 2023) is quite keen on allowing more player choice in dialogue, and one of the options he wants to allow more often is a more sarcastic, humorous option. In theory this allows for the best of both worlds, because the players who want to be stoic and sensible can choose to be, and the players who want to be wisecracking buffoons can also choose to be. I think it'll take some experimentation to find the right amount of choice - I couldn't personally see us at the Fallout 4 level of "every player line is a choice" (and I'd note that Fallout 4 executes that extremely badly) but we can probably go much further than we have in the past.

That said it's unlikely that we'd repeat plot points along the line of "the player makes a stupid decision which is the cause of the plot in the first place" because that's not really something we can let the player choose to do or not.

At a personal level I actually prefer to write more strongly characterised player characters. I like to use the player to volunteer information rather than just ask for it, and I like them to express opinions where possible. In my own writing I do that a lot more than I would on RS, because in a very real sense the RS PC isn't "mine" to write for. I'm also generally more about lore than character, so it tends to be quite lore focused as in this exchange from Azzanadra's Quest:

https://runescape.wiki/w/Transcript:Azzanadra%27s_Quest#Wen's_egg

about 2 years ago - /u/JagexJack - Direct link

Originally posted by kungirus

In a way, you don't even have to make the dialogue lines have impact on the actual end goal. Whether you are stoic or goofy can be just your role play without it impacting the quest. This way you can have many options for roleplaying without increasing dev time because now you have to have 5 quest endings or whatever.

Yeah absolutely. That said it's not quite as easy as just writing three lines of player dialogue instead of one - this is the problem Fallout 4 has. Because the conversation has to proceed the same way regardless, you're choosing between four choices that basically all have to say the same thing. You end up with the meme options like:

"Hero will you go on this quest?"

  • Yes
  • Yes except I said no initially but meant yes
  • Yes except I said it sarcastically
about 2 years ago - /u/JagexJack - Direct link

Originally posted by rileyrulesu

I'm having a hard time remembering but are there really any quests with alternate endings? The only one I can think of that sort of does that is Temple of Ikov, but again storywise that makes no difference.

I'm not even saying that's a bad thing, in fact i prefer it, but doesn't the fact that you don't really control what your character does stop him from being a blank slate character?

Hazeel Cult would be the biggest one, but ultimately there are no choices in RS which have an impact on the world or story. I did a talk about this recently:

https://www.youtube.com/watch?v=3cx3vleHMDw

In terms of being a blank slate I wouldn't say so no. "Extreme choice" is my category for where the player has a lot of freedom to define who they are through their actions and moral choices. By blank slate I more mean it literally doesn't matter who you are, the identity of the character has no bearing on the story at all. This is the default for e.g. an out of the box D&D adventure, because it has to work for any group of characters the players have come up with.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by WillingBlock

I just want some quests where we get different choices with different endings yakno?

Like the one where we chose the zaros light or dark body but in the end it doesnt matter and it made me sad

Have I got a link for you:

https://www.youtube.com/watch?v=3cx3vleHMDw