Ok, so I've been thinking of making a modern/futuristic, shortish, sort of game (because I own the futuristic, modern and zombie packs and really need to actually use it at some stage). Buuuuut.... I have two characters;
John Valentino: SWAT/Military/Security/Black-Ops main character.
and;
Dr. Cidney Sheppard: Creater and designer of a number of things that could be weaponised in the wrong hands.
Now the premise was that the two met when Valentino was sent in to rescue Dr. Sheppard when she was kidnapped by terriorists to build weapons. They fell in love (as often happens in these sorts of situations) and five years later are married with Dr. Sheppard working in a secure lab, with Valentino as one of the main security people. The lab is then targetted by more terrorists (or the same ones or something)
(I promise there is an actual question in all of this).
Now, my questions is, how do people deal with having a married couple in a game? I mean, a lot of games and films of this type, have the typical falling in love through adversary storyling going on. I didn't really intend to have that, their backstory was going to just be a backstory, or possible the training stage of the game, where he rescues her.
Or (in the very few cases I have seen) the characters are in 'committed relationships' or 'married' one of them either ends to be kidnapped at the start of the game and needs to be found, or dies. What I wanted to do was to have Valentino start off the game searching the labs for Dr. Sheppard, and when he finds her, the two of them sort of work together to finish the game. If that makes sense...
So, how do *you* deal with the idea of (mature, as in 30 years or older) married couples or comitted relationships in games? Is it a concept you would try out, or would it be difficult to implment? Is it easier to just have some teens running around falling in love?
I myself like the idea (because I suck at romantic entaglements in games), but how can you show clearly in a game that they are in that sort of relationship without taking away from what should be a fast paced sort of a thriller game?
John Valentino: SWAT/Military/Security/Black-Ops main character.
and;
Dr. Cidney Sheppard: Creater and designer of a number of things that could be weaponised in the wrong hands.
Now the premise was that the two met when Valentino was sent in to rescue Dr. Sheppard when she was kidnapped by terriorists to build weapons. They fell in love (as often happens in these sorts of situations) and five years later are married with Dr. Sheppard working in a secure lab, with Valentino as one of the main security people. The lab is then targetted by more terrorists (or the same ones or something)
(I promise there is an actual question in all of this).
Now, my questions is, how do people deal with having a married couple in a game? I mean, a lot of games and films of this type, have the typical falling in love through adversary storyling going on. I didn't really intend to have that, their backstory was going to just be a backstory, or possible the training stage of the game, where he rescues her.
Or (in the very few cases I have seen) the characters are in 'committed relationships' or 'married' one of them either ends to be kidnapped at the start of the game and needs to be found, or dies. What I wanted to do was to have Valentino start off the game searching the labs for Dr. Sheppard, and when he finds her, the two of them sort of work together to finish the game. If that makes sense...
So, how do *you* deal with the idea of (mature, as in 30 years or older) married couples or comitted relationships in games? Is it a concept you would try out, or would it be difficult to implment? Is it easier to just have some teens running around falling in love?
I myself like the idea (because I suck at romantic entaglements in games), but how can you show clearly in a game that they are in that sort of relationship without taking away from what should be a fast paced sort of a thriller game?
