Most of my other social networking stuff is being used for education blogs and my thesis, so here's a few concepts in my head.
While playing Minecraft, I noticed that every now and then I would fit into a certain archetype that I began assigning names to: The cartographer (exploring and filling out maps), the architect (Building massive structures), the nether diver (Going into the nether with the sole purpose of obtaining brightstone), and the engineer/scientist (testing the limits of the game's engine, etc.) It occurred that it would be awesome to make a bunch of character sketches of these, and other archetypes, based on the typical inventory and characteristics of the behavior (rail worker, night ranger, farmer, mine foreman, Nether cultist (Start moving the Nether to the real world), redstone programmer, knight, etc). For example, the nether divers would be a pair of pale, gaunt, burn scarred men with burnt leather cloaks and bows, carrying glowstone in large burlap bags. When I went nether diving, I wore leather armor usually, carried a bow, generally had low HP, and brought back tons of glowstone. The cartographer would be an overburdened monk like character with tons of maps, and any amount of extra supplies needed to survive a long journey, such as a bed(roll), building supplies, torches, etc. As for the architect and scientist, I haven't given too much thought, but I could probably come up with something after a while.
Then there's my STALKER reimaginings.
So, when you begin STALKER, you are cast as a nobody with amnesia who wants to kill a guy named Strelok. You are set out in a nuclear wasteland with a bunch of other newbies drawn to the fabled riches deep within the zone of alienation, anomalies that have the power to defy science. Sadly, you are just some dude with a crappy pistol, and there are a bunch of pros out there who are better at artifact hunting than you.
I really liked the character design starting out, despite it being rather repetitive- I would have greatly appreciated a bit of variety. The novices are dressed in white hoodies with jeans, showing that they are very ill prepared for what lies inside. The only benefit of their jackets is weather protection, but nothing beyond that. The other faction in the beginning area is the bandits, thugs who wear trench coats, leather jackets, and ski masks. I liked their design as well, as it reminded me of what I might expect from Russian criminal types who had ended up in a bleak wasteland- not impressive, but functional. That part of the game's visual design I was fine with.
Later in the game, you meet up with various other factions, and the designs simply fall apart at that point. I will go into each faction as follows, starting with the ones that don't bother me too much.
Newbie Stalkers- Again, they are fine, I just would have liked to see a bit more variety. These are people who have just managed to get into the zone, and I would imagine them looking like people who were planning on a fun camping trip and got lost in Chernobyl. They look like that already, but a bit more variety would have been nice.
Bandits- Also okay with them, but they need more variety. The same leather jacket, track pants, ski mask combo gets tiring after a while. There are many ways to say, "Hey, I'm a criminal thug," and I wish they could have employed a few more, possibly sticking with ski masks as a motif to mark them as thugs.
Scientists- I am actually okay with them. They are clean suit wearing eggheads who tend to depend on others to get them anywhere. Their generic suit is an orange cleansuit that marks them as an easy sniping target, which seems to be their fate most of the time.
Military- No issue. They all wear the same military issue uniform. Makes perfect sense.
Zombie stalkers- Also okay with them, as they pull from all factions and just apply a creepy face. They aren't actual zombies, but people whose minds have been completely fried by a psychic device deep within the zone. There's some really disturbing conversational bits you can pick up about a guy who was 'rescued' by his friends who had been brain scorched (that is literally what the psychic device is called, the brain scorcher) and goes psycho.
Mercenaries- They wear standard issue military equipment that doesn't stick out too much. If anything, I would have liked to see a bit more variety in their outfits, reflecting that they are a group of hired hitmen, and while they are happy with standard issue armor, they might decide to customize it a bit. However, I am fine with them.
Ones I have issue with:
Freedom: Freedom is this anarchist faction that feels the zone should be left to its own devices, and other bits of craziness. They aren't bad people, they just seem to me like the sort of people you might find living off the grid in the wilderness. Their dress does not seem to reflect this at all. My vision of them is a cross between lumberjacks and hippies, burly men with beards and a deeply philosophical air about them. I'm not saying they need tie dye, but their rather dull military suits seemed rather ill fitting for such an anarchist movement. I would think they'd be wearing something more patchwork and rough, taking pieces of armor from various suits, and also incorporating some sort of badass artistry into it so that you know it's handmade, as if each Freedom member is responsible for creating and individualizing their own armor.
Duty: Duty is a group of nutjobs that believe the zone should be controlled at all costs. They wear black and red, looking more like Sith than a wasteland fascism. And while I think their costumes do look cool, I don't think they could have done a bit better. For a group that has survived in the middle of the zone for a long time and managed to bring some order to it, I would expect a degree of conformity, perhaps reflected in its color scheme, but a bit more traditional military garb, mixed and matched, all designated with spraypainted telltale red and black.
Monolith: There is a group of psychotics guarding the central part of the zone, and they all seem to wear various versions of advanced armor. While I was completely fine with this, there was a generic garb for their low ranking members to wear, which completely put me off- there is no reason for people who have been drawn to the middle of the zone and brainwashed by whatever is in there to look the same. It would have made more sense if they just wore armor from other factions, or perhaps had a loosely thrown together 'monolith' garb, which consisted of damaged armor that they had scavenged from corpses. Hell, add a bit of creepiness in there and throw in some sort of logo, facial scarification, totems, or something that shows off that, hey, these people are not really themselves anymore.
In any case, these are just some of my thoughts on how they could have improved some of the character designs. STALKER is still a very Russian game, so as an American, giving my thoughts about it makes me feel like I am trying to impose my view on it, but these are just things that bothered me, and seemed like they could have been done better. (And to be honest, there was a lot about STALKER that could have been done better, but I still greatly enjoyed it, and replay it from time to time.)
Anyway, that's it.
Germboy, out/Peace.