Well, what are some directions you have in mind?
I do want the player to enjoy a good amount of agency, within the framework of “it’s a villain story,” but I didn’t want to set expectations where players thought they could create “anti-heroes with secret hearts of gold” because…it’s already been established that your MC is pretty bad. You’ve probably already murdered some city council members (depending on your powers), you’ve already attacked Gemstone and tried to end him, and if you were with Putty, you may have done some serious violence to innocent bank employees. Not to mention what you do if you help Shade.
I do think the MC needs more personality sliders (beyond the current ‘solo/cooperative’ bar) to add some nuance to your character. If anyone has any suggestions for what those could be, fire away! I would need to go back and sprinkle those checks in, so the sooner the better.
And I also want to include more checks based on your motivation. For example, a person with a strong desire for the finer things in life could justify doing all sorts of bad things to get those finer things.
And I guess I would ask, what villains do people actually like or relate to? I mean, many comics fans love Joker in a “omg I love Joker!” way, but he’s an evil, deranged bastard. They may think he’s cool but do they really “like him” or “relate to him?” I dunno. Homelander, Darth Vader, Red Skull, Lex Luthor, Dr. Doom, I mean they have all done some really evil shit. It sort of comes with the territory.
I guess I am concerned that players might start out playing the game thinking “oh cool, I play as a villain” but then after reading 100k words or so, they start thinking “it’s not fun anymore to be such an evil bastard; can I get a redemption arc??”
Is the idea of “playing a villain” more appealing than actually doing all the bad stuff? Do people actually want “lovable” bad guys like MegaMind or Gru from Despicable Me?