Difference between revisions of "Character-driven campaigns"

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Of the popular campaigns, many of them like [[Transcend]], [[Sync]], and [[Blue Planet]] might be referred to as '''character-driven campaigns''', in which characters are extremely important in terms of plot development and immersion.
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A '''character-driven campaign''' is a campaign in which characters play an important part in the development of plot and immersion, as opposed to the standard generic wingmen seen in the canon FreeSpace 2 campaigns. Notable examples include [[Transcend]] and [[Blue Planet]].
  
 
==Typical features of character-driven campaigns==
 
==Typical features of character-driven campaigns==
  
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*Usually, character-driven campaigns contain significantly more dialogue than standard campaigns.
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*Recurring characters fly missions with the player.
 
*The player character has a defined personality and dialogue.
 
*The player character has a defined personality and dialogue.
 
*Briefings, Command Briefings, and Debriefings sometimes feature the player's thoughts. In non-character-driven campaigns, there are references to tactical situations.
 
*Briefings, Command Briefings, and Debriefings sometimes feature the player's thoughts. In non-character-driven campaigns, there are references to tactical situations.
  
==Analysis==
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==Summary==
 
===Prerequisites===
 
===Prerequisites===
A good character-driven campaign often requires well-planned [[Making cutscenes (basic)|cutscenes]] and vast amounts of scripts. Some character-driven campaigns focus less heavily on tactical gameplay and more on complex FREDding (such as [[Transcend]] or [[Sync]]), while others, like [[Blue Planet]], feature tactically deep and complex mission scenarios. In general, character-driven campaigns require a great deal of work on the FRED level because of the sheer number of messages and events required.
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A good character-driven campaign often requires well-planned [[Making cutscenes (basic)|cutscenes]] and well-written dialogue. Some character-driven campaigns focus less heavily on tactical gameplay and more on complex FREDding (such as [[Transcend]] or [[Sync]]), while others, like [[Blue Planet]], feature tactically deep and complex mission scenarios. In general, character-driven campaigns require a great deal of work on the FRED level because of the sheer number of messages and events required.
  
 
===Why would I create a character-driven campaign?===
 
===Why would I create a character-driven campaign?===

Revision as of 11:06, 28 May 2011

A character-driven campaign is a campaign in which characters play an important part in the development of plot and immersion, as opposed to the standard generic wingmen seen in the canon FreeSpace 2 campaigns. Notable examples include Transcend and Blue Planet.

Typical features of character-driven campaigns

  • Usually, character-driven campaigns contain significantly more dialogue than standard campaigns.
  • Recurring characters fly missions with the player.
  • The player character has a defined personality and dialogue.
  • Briefings, Command Briefings, and Debriefings sometimes feature the player's thoughts. In non-character-driven campaigns, there are references to tactical situations.

Summary

Prerequisites

A good character-driven campaign often requires well-planned cutscenes and well-written dialogue. Some character-driven campaigns focus less heavily on tactical gameplay and more on complex FREDding (such as Transcend or Sync), while others, like Blue Planet, feature tactically deep and complex mission scenarios. In general, character-driven campaigns require a great deal of work on the FRED level because of the sheer number of messages and events required.

Why would I create a character-driven campaign?

Character-driven campaigns can also be used to tell basic military stories (such as those of the main FreeSpace campaigns) with a greater sense of immersion and emotional attachment. Alternatively, they can be used to present new types of stories not generally associated with FreeSpace, such as horror (Transcend).