:
Right. Because they hadn't figured out what personalities they wanted them to have. And mudokons and Sligs had those personalities in the AE cutscenes. The only reason they weren't in gameplay is because of memory limits in the PS1 era.
Again in AO the characterisation was very basic.
|
Your main argument seems to hinge on “they always meant to do it but didn’t have the resources, so including it now is an improvement”.
That’s a false argument. Just because they
can do something now doesn’t mean it’s automatically an improvement to the game.
:
There's still a difference between a natural progression of character development and changing characters between installments. Molluck becoming more sympatheic in a future installment is the development of his characterisation. Making all Sligs much more humourous in AE isn't development at all. It's giving personality and life to creatures that had nothing in the first game - because the first game was very basic. Just because story focuses entirely on Abe doesn't mean side characters cannot have distinct personalities.
|
Side characters can absolutely have personality. The problem here is that they always
did have a personality, just much more restrained and less goofy than they are presented in NnT.
When playing through AO and AE, it’s not too difficult to pick up on the fact that Sligs are lazy and stupid – they’re often sleeping, they don’t deviate from their patrol routes, they often respond to Gamespeak or unknown sounds with confusion. In cutscenes we see their greedy and self-interested side, and their subservience to Glukkons.
All of that characterization comes through without ever reducing the intimidation of a Slig’s presence in-game. But by adding more exaggerated personality traits to them in NnT they are shown in a much more comedic and incompetent light, and this reduces their presence as a threat. Intellectually, I still understand that they will shoot and kill Abe of they spot him, but I don’t have as strong an emotional reaction to them any more.
:
Surely NnT proves this point? Since it has the exact same story as AO but the side creatures (Mudokons & Sligs) have actual personalities this time around?
|
Yes, and the net effect here is that they are harder to take seriously, and thus the story in NnT is harder to take seriously.
:
But giving all the Mudokons and Sligs in AE more personality isn't character progression.
|
Yes, and that’s an issue. One of the supposed themes of the Quintology is that as the story unfolds we see more and more of the Industrialist ‘food chain’ – as more of the corporate hierarchy is revealed we learn that those we thought were villains are just schmucks who have to answer to their bosses. This is what SB and Job are both talking about – as the world becomes more defined, our perception of different characters is supposed to change. But if you give those characters personality right from the start you lose that development later down the line.
:
Giving the Mudokons and Sligs dialogue, in game, that makes them seem more like the Mudokons and Sligs in AE doesn't feel like it's ruining this world progression at all. But that they had a chance to give some personality to these creatures that they couldn't afford to do in the first game because of either time, memory, or they simly hadn't figured out yet. And since they *did* figure it out it only makes sense to include some of that in the remake - so Sligs and Mudokons don't seem very different between this game and the next. And so you don't get people debating about the difference between Sligs with essentially no dialogue - and Sligs with some humourous dialogue.
|
But Sligs
never had humorous dialogue until MO, where they were portrayed as much less potent threats than they were in the past. MO’s tone was also much more humorous across the board and this had a detrimental effect on the game’s story.
Two final points:
- I don’t agree with the idea of making characterization consistent across all of the games – it results in very flat character progression.
- I think that characterization can very easily go too far, and should be used sparingly. I don’t think that it should be overspent on nameless beings that appear frequently throughout a story, especially if there’s no meaningful attempt to make them all individuals.
e: I feel like I’m spending a lot of time criticizing NnT, so I just wanna quickly point out that I do really enjoy it and I think they got a lot of things right. I just have some very particular things that I’d like to see change for the next instalment, and I happen to be spending a lot of time discussing them.