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A good or a bad sign for a mod?


majikmonkee

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Before I go any further, let me just qualify all my comments by saying I don't really get emotional about things nor do I like to talk about feelings or cry softly while listening to "Endless Love" with all the lights turned low. That being said...

 

There are a handful of mods up to this point I've played, and the number is growing steadily. A couple had multiple paths to follow and I only tried one, and I would love to play through them again, however, I avoid doing so because there were "depressing" events that will inevitably hapen again if I play the mods again, and I just can't bear to start the chain of events knowing the eventual outcome. Stupid, right? Granted both the main vanilla Oblivion quest and Shivering Isles have depressing aspects to their conclusion, but that never stopped me. I still watch Return of the Jedi, knowing that Yoda dies *sniff*.

 

My question is, is that a sign of a good or a bad mod? Shouldn't a good mod make me want to replay it without hesitation? Or are good mods the ones that stick with you for the very reasons you won't play them again? I have my own thoughts on the subject...

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Good point. I tend to agree, if a modder can get me more invested in their characters than I was in characters from the "official" content, I would say they're on to something. On the same token, there are many time when I don't want to be involved with characters or drama and just prefer a good old fashioned dungeon crawl.
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There are a few that have had that effect to a degree. Heart of the Dead probably had the most notable moments for me, Lost Spires had some as well to a lesser extent. There are a couple others but those would be great examples. Have me thinking now what exactly causes me to become invested in them. I guess here's my short list:

 

-make sure the npc is not ugly. They don't all have to be Carwen though, just not repulsive (like Jensine is). Looks aren't everything though so...

 

-personality matters. Even if you don't use voice over, facial expressions and dialogue that shows me some of their personality goes a long way toward making me like them. If you do use VO, for heavens sake, don't make them too corny.

 

-motivation of the npc matters to me. This is harder to define, but if I feel bad about neglecting or delaying helping them with their goal then this had been achieved.

 

-make them flawed. Even good guys should be scared, petty, confused, even angry, their unique emotions make me relate, after all, real people aren't perfect.

 

-length of time spent together matters. Have the npc accompany the player enough so they get used to them and start to miss them when they are away. Don't have them around constantly to where they become a pest though, or have them follow in areas where they get stuck or die constantly.

 

-lastly, let the player decide to like them. Most mods I've played with memorable companions or npcs don't force you to have just one choice of dialogue to be friends right away with the npcs, some folks might never like any npc and resent having dialogue force them to be friendly.

 

Okay, so that wasn't a very short list, but hopefully it gives some insight into what I and some other folks like to see. I can't speak for everyone. =P

Edited by majikmonkee
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