There are always going to be instances where it works, and where it doesn’t (work as well at least). Like take your example, the MC was a good person. There isn’t much conflict there, if the canon states that the MC was a good person, then that’s the way it was.
But then take my earlier example, you are supposed to be friends with this person, who you as the reader can’t relate to on any given level. There you get some friction.
UNLESS, in both cases, you are given the option to choose your present state/course of action. Maybe you used to be good, but maybe you’re not anymore. Maybe this person really used to be your friend, but now you feel has changed for the worse. Maybe you were only friends because obligation, pity, any number of reasons.
This: [quote=“DavidGil, post:30, topic:14490”]
And maybe, just maybe, characters will reference how you’ve changed. In fact, I think there’s a potentially powerful element there if written well, a character’s fall from grace if the ‘bad’ options are chosen.
[/quote]
Except remove the maybe, just maybe. If you don’t do it that way, if you remove those choices - If you’re forced to stay “friends” with this “friend” then that’s jarring, no matter what kind of story you’re trying to tell. However, it could be a story element, like co-dependence, the battered spouse who stays with the abusive spouse, that kind of thing.
It’s just not ideal to do it that way if you want the player to have control over their character’s actions. Like why can I do A but not B kind of situation. In a book, nobody has any expectations of control over a character, they just tag along.
In a game, they do. They have those expectations, and they are right to have them (within reason).
And yes, some of those limitations could well be the established personality/limitations/flaws or starting point of a character, but if the character doesn’t experience any growth or decline, then that’s not a very good story either.