Difference between revisions of "Character-driven campaigns"

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Among 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 CDC campaigns==
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==Typical features of character-driven campaigns==
  
*The player sends messages, unlike in any other genre of campaigns;
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*Usually, character-driven campaigns contain significantly more dialogue than standard campaigns.
*Briefings, Command Briefings and Debriefings usually feature the player's thoughts. In normal campaigns, there simply are references to tactical situations;
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*Recurring characters fly missions with the player.
*Many of the missions serve as simple "bridges", meaning that they work as links between a mission and another. They usually consist in short chats that end up with jump sequences, red alerts, and such;
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*The player character has a defined personality and dialogue. Dialogues are featured between missions and during the missions themselves.
*The player's party (which is various—may be formed by spacecraft and/or ships) travels a lot throughout the campaign, jumping [[Intersystem jump drive|from system to system]] and/or from certain locations of a given system to many others;
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*Briefings, Command Briefings, and Debriefings sometimes feature the player's thoughts. In non-character-driven campaigns, there are references to tactical situations.
*The connection between the party and the main authorities (like [[Command]]) are minimal or nonexistent to boost the feeling of loneliness;
 
*The party sometimes meets far larger hostile forces, like overwhelming squadrons of bombers, and survives raging battles against them (often by retreating);
 
*Or, in other instances, the party consists of a self-sufficient and well-equipped military force that can hold its own but must flee when outmatched.
 
  
==Analysis==
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==Summary==
===Required skills===
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===Prerequisites===
A good character-driven campaign often requires well-planned [[Making cutscenes (basic)|cutscenes]] and, more critically, the creation of 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, such as [[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 CDC?===
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===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]]).
 
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]]).
  
[[Category:FRED Tips]]
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[[Category:Campaign Design]]

Latest revision as of 20:26, 13 December 2023

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. Dialogues are featured between missions and during the missions themselves.
  • 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).