When you start designing your characters, usually the first things that enter your mind, depending on whether you are starting with story or mechanics, is either their personality, or how they perform in combat.
Now, combat is a key part of a lot of RPGs. And thinking about how each character is going to fit into that part of that is a great idea. But it shouldn’t be the only skillset their characters bring to the table.
For instance, in a lot of games, you end up with a thief character.
…Fine, ok, Locke, Treaure Hunter. Our treasure hunter characters tend to know a lot of skills that are used out of combat, such as the ability to open doors or lift small items off of unsuspecting marks. Some games give you minigames for this, but others just have it be an ability that is used mostly in the plot.
And either method is fine, but I feel its very important for most characters to have SOMETHING besides combat they are good at. Most people don’t just spend their entire life learning to fight, they know how to do other things.
Think about what the character’s background is.
Did they grow up as nobility? Maybe they have a very good knowledge of heraldry and etiquette.
Did they grow up in a working class home in an industrial area? Maybe they know how to fix things.
And maybe if they grew up on the street, they will get thi… I mean, Treasure Hunter skills.
Not only can thinking about this enhance the depth of your characters realism, but it can add some incredibly memorable sequences in your game as well.
Going back to Final Fantasy VI. The one section in the game where you have to go around ste…. acquiring uniforms has always struck me as interesting. And it all revolved around what he could do that wasn’t just beating someone up.
Or what about the entire third chapter of Dragon Quest IV?
I have always loved Torneko Taloons chapter, because it was more about who he was outside of the ability to beat things up, than about what he could do in a fight. It was all just about him wanting to sell stuff and make a better life for his family through his MERCHANT, not fighting skills. And because of that, it has become one of my favorite parts of the game.
Or take the Atelier series. The whole GAME is about what the character can do outside of combat: Alchemy. We focus so much on combat in RPGs, we sometimes forget maybe that isn’t what it all has to be about.
Instead of stretching this article out though with a million examples, or how you include characters non-combat skills into the game, how about you tell me how YOU have used them in your game. Or how you plan to. Join the conversation in the comments below!