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MrPibb47

A question about using either player selected face or force unique face on player in a large scale single player mission

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Hello 🙂

 

Some time ago, I released an island wide single player mission (Nogova), and decided to leave the face for the player to be whatever the player has selected for their main character in the game. I thought it would be cool that the player can have their own customized character in a fairly long mission. After thinking about this, I'm not sure if I made the right decision. What if the player has a face-mask setup with the skull representing Spec Ops, etc (primarily for Mp) - that would not look good in the theme of the mission.

 

Of course, a player could just change their face type for the sake of the mission, but I'm wondering who really wants to do that for one mission that lasts for 3 - 4 hours?

I'm leaning towards changing things, so the player in the mission has a set face, which also helps me because then I can add dialog based on the character, as I am planning on getting to adding in dialog and cut scenes - but on the other hand, if people would prefer to have their own custom faces, I can work around that too.

 

I really would appreciate input, I'm not sure about the right choice here.

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My 2 cents: Tell the story you want to tell. Make the mission you want to play. 

 

If your goal is a specific narrative then a given character makes more sense. The vanilla and Laws of War campaigns are good examples of this.

This requires some solid writing though and I would recommend running any script or story by a trusted friend or partner for feedback.

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Thanks 🙂

 

I appreciate the feed back.

 

I'm leaning towards locking in the face, and I totally hear you. There needs to be a good intro, and some well done player character voiced dialog.

At least locking in the face removes issues with people coming into the mission with faces that were set to Mp gaming - like I said before, Spec Ops skull masks, etc.

 

Thanks again!

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