Re: Is There Room for a Comedic Character?
Not quite... Personally, I found the Necromancer's comments witty-cool as opposed to witty-funny. Plus, he always seemed cool, calm and collected; like he always had things under control. What I had in mind was the opposite to this token anti-hero. Someone who's realized he's gotten in way over his head and is scared ****less because of it but can't turn his back for some reason (whether personal or because Deckard Cain magically town portals him back every time he tries to run away) and is thus also tensed, nervous and agitated because of it, culminating in a character who's ready to explode.
While some have mentioned it might be hard to convey, I disagree since the personality lends itself well for visual and verbal demonstration. In the quest dialogs, the NPCs could be more persuasive in their words, trying to convince the hero who is reluctant/uninterested to jump head first into danger. Plus, his comments could also lend in this direction, with the guy trying to psyche himself up or make observations that lampoon the absurdity of the situation/setting. I think for verbal inflections, fear is probably the easiest and most universally recognizable emotion. Also, they could add the finishing touches in him having fidgety/nervous idle animations as well as in the cut scenes.
Not quite... Personally, I found the Necromancer's comments witty-cool as opposed to witty-funny. Plus, he always seemed cool, calm and collected; like he always had things under control. What I had in mind was the opposite to this token anti-hero. Someone who's realized he's gotten in way over his head and is scared ****less because of it but can't turn his back for some reason (whether personal or because Deckard Cain magically town portals him back every time he tries to run away) and is thus also tensed, nervous and agitated because of it, culminating in a character who's ready to explode.
While some have mentioned it might be hard to convey, I disagree since the personality lends itself well for visual and verbal demonstration. In the quest dialogs, the NPCs could be more persuasive in their words, trying to convince the hero who is reluctant/uninterested to jump head first into danger. Plus, his comments could also lend in this direction, with the guy trying to psyche himself up or make observations that lampoon the absurdity of the situation/setting. I think for verbal inflections, fear is probably the easiest and most universally recognizable emotion. Also, they could add the finishing touches in him having fidgety/nervous idle animations as well as in the cut scenes.