I added a roleplaying aspect to the game idea from the start. That is because I wish to have narrative in the missions. To have a senses of purpose.
When I played Oblivion and Morrowind, I thought about a player’s avatar. A custom-built person that the player controls. The solution is good, because people like to project their own personality in the character they are using. But the problem is, the option to project their personality into the character’s personality is lacking. Since there is only so many lines that the writers can write into a game, there are a limited amount of choices in dialogues. This is problematic. I think this is why the moral choices are usually so contrasting; The writers need to make the personalities different with limited resources.
I have been wondering about a new way to tackle personalities in computer RPG:s. Let’s take good and evil as two arbitrary personalities. In a typical RPG, the player will have choices to act good or evil throughout the game. But after deciding whether the player wants to play a good or evil character, there is usually no good reason to ever select the other option in any choice, tangible rewards nonwithstanding. The character would just feel like schizophrenic. Usually. In tabletop RPG:s, a player’s character’s personality is defined when the character is created.
Why not take the same approach?
So. Let’s take a limited pool of prebuilt character personalities to choose for our main character. Now we can concentrate on playing a specific role and interacting with the NPC:s from that role’s point of view. This way we can always assume that the character wants to do what the story demands, and we can write dialogue with only one type of response in mind. And if we lose voice acting, we can even put whole new main characters into the game as DLC. But I am getting ahead of myself.