Post by breakdancingrobot on Sept 16, 2004 22:53:21 GMT -5
First of all let's consult Mr. Dictionary:
1. Stereotype: A conventional, formulaic, and oversimplified conception, opinion, or image.
2 Archetype: An original model or type after which other similar things are patterned.
Now, what does this mean with rpg design? Well, when developing a character, STAY AWAY FROM STEREOTYPES. You want your character to be dynamic. A stereotypical hero is not going to be interesting. There is, however, a way to use stereotypes to your advantage: NPCs. Now, if you make an NPC a stereotype, you've already made him recognizeable to the player. You see a chef with a big black mustache and a large gut, you've got an Italian guy. By having recognizeable NPCs, the player can feel at home with the characters. Plus, there's a lot of humor in stereotypes.
Ok, now for the other half of the equation: archetypes. Archetypes are another thing all together. If you dress a character in black, he's probably gonna be evil. Archetypes are a way to create an instant background for a character without affecting the personality of the character. If you want to really know how archetypes can be utilized, watch Star Wars. It's FULL of archetypes. Unfortunately I don't have a list of archetypes (I did at one point in my life), but just remember that an archetype is something that is universally recognized. Examples include the color white being perceived as good, black as evil, the benevolent guide (Obi Wan Kenobe), the young boy from the provinces (this is an archetype that is used in SEVERAL games; Chrono was one, Maxim from Lufia 2 was one, etc. etc.)... the list goes on and on. Just think of an archetype as a deeper stereotype.
Several games utilize archetypes and stereotypes to make an effective storyline. Just remember that main characters can be archetypes, but don't make them stereotypes. And, please, develop those characters by building FROM archetypes, don't just make them purely archetypal (even though it is possible). Bottom line: MAKE THEM WORK FOR YOU.
1. Stereotype: A conventional, formulaic, and oversimplified conception, opinion, or image.
2 Archetype: An original model or type after which other similar things are patterned.
Now, what does this mean with rpg design? Well, when developing a character, STAY AWAY FROM STEREOTYPES. You want your character to be dynamic. A stereotypical hero is not going to be interesting. There is, however, a way to use stereotypes to your advantage: NPCs. Now, if you make an NPC a stereotype, you've already made him recognizeable to the player. You see a chef with a big black mustache and a large gut, you've got an Italian guy. By having recognizeable NPCs, the player can feel at home with the characters. Plus, there's a lot of humor in stereotypes.
Ok, now for the other half of the equation: archetypes. Archetypes are another thing all together. If you dress a character in black, he's probably gonna be evil. Archetypes are a way to create an instant background for a character without affecting the personality of the character. If you want to really know how archetypes can be utilized, watch Star Wars. It's FULL of archetypes. Unfortunately I don't have a list of archetypes (I did at one point in my life), but just remember that an archetype is something that is universally recognized. Examples include the color white being perceived as good, black as evil, the benevolent guide (Obi Wan Kenobe), the young boy from the provinces (this is an archetype that is used in SEVERAL games; Chrono was one, Maxim from Lufia 2 was one, etc. etc.)... the list goes on and on. Just think of an archetype as a deeper stereotype.
Several games utilize archetypes and stereotypes to make an effective storyline. Just remember that main characters can be archetypes, but don't make them stereotypes. And, please, develop those characters by building FROM archetypes, don't just make them purely archetypal (even though it is possible). Bottom line: MAKE THEM WORK FOR YOU.