We’re all familiar with the game construct by which you are the MC and you can fill the “slot” of love interest with one out of several “romantic options”. The level at which this affects the game’s main plot varies from game to game. But here’s the thing: I think there’s an interest in games which allow the player to control the level of relationship with NPCs other than the designated love interest. And I think I’m not the only one who feels that need.
I know the feeling of being “boxed into” a romance I don’t want and I know the feeling of wanting to get to know NPCs better, without committing to romancing them. “Why can’t I be character XYZ’s BFF?” I scream into the void. The void does not answer, since it have no interest in game dev.
But like a good little writer, I have given some time, thought and study to the classic formula of the Hero’s Journey. While it’s essentially a template for plot progression, it also gives some important insights into several classic supporting character roles. Most of interest to me at the moment: hero, nemesis, mentor, companion/foil, and love interest.
It occurred to me that there are three vital roles in this structure that are being just a little neglected. What would it be like, I wonder, to play an MC going through a hero’s journey, but get to choose my own nemesis, mentor, or even foil? Okay, maybe choosing your own villain would derail the plot thread a little. Or a lot. But the idea of being given a choice of a mentor or best friend character… I feel like that has a lot of potential.
Thoughts?