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Originally Posted by Espy
None of the characters were completely Suze-created-with-no-other-input. And none of the characters were created because Suze went "Hey, we need new characters because we don't have a character I can work with". The characters that were made, were made because they were /needed/ to fix holes in the plot. And obviously, when a writer makes a character, that character is going to be in the style of the creator. I'm just throwing that out there. (Also, if you ever somehow get me to create a middle-school pre-pubescent teenage boy character with anxiety problems, he'd be completely different than a character with the same guildlines that, say, Johnny would have come up with.)
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Uh... "Fix holes in the plot?" I... I feel like heavily arguing about this, but then again you know more about this subject then I do, but I do raise the question if it was truly necessary. Now if that was the reason why something may had happen in that way, that was a very poor reason in general from both parties and I stand by my point.
And I acknowledge the fact of how different writers may handle or write for a character differently. (AKA the 50 billion different writers for Superman and how his powers and strengths depend on the writer then the actual character himself.)
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Originally Posted by Espy
You /can't/ completely change a character's personality. /People/ don't change their personalities overnight. To tweak a character's core values, there'd have to be pages and pages of writing, building up to and explaining why this happened!
We can try as much as we can to get users to read and talk about the storyline, but it can't all be the job of the writers -- there has to be immersion and whatnot, and that's brought about in the form of games, items, and mini-events.
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I was saying that that someone could alter or change a character's personality by writing a story that made them different/evolve/change as a person. (You know, that stuff you mention which is what I meant.) So we're very much both on the same pace about this.
But let me say re-read your last sentence and rethink what I was trying to address as NPC's and the story as an interactive piece then relying on other gimmicks to make a storyline interactive. There is a huge difference between writing about a character, and writing about how a character is indirectly interacting with it's users.
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As much as you say, Illusion, the Trisphee story is not an interactive story. I believe it was said before that having user input in the course of events caused chaos within the story line. Sure, the "characters" interact with the users on a surface level in threads and such during the events, and I think that's enjoyable, but the actual story line is staff directed. Role play and story are two different things.
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Not what I meant at all. I meant writing an event that interacts to it's users that doesn't involve directly interacting with them.
Example of all the events we had for the past 2-3 years:
You tell me that character X is doing _blank_, and that's why we are having _blank_ happening, which is why we should go on the site and get items, play games, and chat. But don't forget there is _blank_ happening while you do all those fun activities!
Instead I mean:
Character X is doing this because _blank_ and needs _blank_ from the users to _blank_ and by _blank_ happening there are items to get because of _blank_ and that these tasks lead to _blank_ happening because of the users did _blank_ which lead to _blank_
The users are not interacting with the characters or the plot in terms of writing the story themselves, but is following the same story the creator set out but in turn feel like they are effecting the site as a whole because we had a role to play even though we weren't technically adding anything to the story and how it was originally conceived itself.