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[004] acrobox Current Version
Changed line(s) 1 from:
n
archetypes are subjective but there a a couple of things that i think make them. its hard to say what or how many of these qualifiers they need but its a more amorphous \
to:
archetypes are subjective but there a a couple of things that i think make them. its hard to say what or how many of these qualifiers they need but its a more amorphous \\\"in the spirit of\\\"

* Class
** Weapons
** Skills
** Proficiencies
** Stat bases/growths
* Profile
** Backstory
** Personality (either overall, or a defining quirk)
** Role / Affiliation / Rank
** Endgame ending
* Recruitment
** Method
** Time period (early, mid, endgame)
* Aesthetic
** Class again sometimes dictates this
** Color scheme
** Gender
** Age
* Relationships
** With individuals (sometimes tied to personality or rank/role)
** With other recurring archetypes
* Comparisons to previous versions of the archetype to other games (more of the \\\'in the spirit of\\\')
** Direct reprise
** Direct twist/subversion
** Fusing or swapping elements with other archetypes
** Any of the above that change based on POV character in games with multiple Lords or routes.
** Number of games its been featured in, if it feels like a pattern or a coincidence bearing in mind that there are about 30-50 new named characters in the 13 or so non-remake entries in the series, the majority of which are \\\"cool and quirky anime teens and twenty somethings.\\\"

How many of these you need or which ones are most important i feel vary. Coming up with hard rules beyond just a general consensus of \\\'in the spirit of\\\' becomes a pointless and arbitrary exercise.
Changed line(s) 1 from:
n
archetypes are subjective but there a a couple of things that i think make them. its hard to say what or how many of these qualifiers they need but its a more amorphous \
to:
archetypes are subjective but there a a couple of things that i think make them. its hard to say what or how many of these qualifiers they need but its a more amorphous \\\"in the spirit of\\\"

* Class
** Weapons
** Skills
** Proficiencies
** Stat bases/growths
* Profile
** Backstory
** Personality (either overall, or a defining quirk)
** Role / Affiliation / Rank
** Endgame ending
* Recruitment
** Method
** Time period (early, mid, endgame)
* Aesthetic
** Class again sometimes dictates this
** Color scheme
** Gender
** Age
* Relationships
** With individuals (sometimes tied to personality or rank/role)
** With other recurring archetypes
* Comparisons to previous versions of the archetype to other games (more of the \\\'in the spirit of\\\')
** Direct reprise
** Direct twist/subversion
** Fusing or swapping elements with other archetypes
** Any of the above that change based on POV character in games with multiple Lords or routes.
** Number of games its been featured in, if it feels like a pattern or a coincidence bearing in mind that there are about 30-50 new named characters in the 13 or so non-remake entries in the series.

How many of these you need or which ones are most important i feel vary. Coming up with hard rules beyond just a general consensus of \\\'in the spirit of\\\' becomes a pointless and arbitrary exercise.
Changed line(s) 1 from:
n
archetypes are subjective but there a a couple of things that i think make them. its hard to say what or how many of these qualifiers they need but its a more amorphous \
to:
archetypes are subjective but there a a couple of things that i think make them. its hard to say what or how many of these qualifiers they need but its a more amorphous \\\"in the spirit of\\\"

* Class
** Weapons
** Skills
** Proficiencies
** Stat bases/growths
* Profile
** Backstory
** Personality
** Role / Affiliation / Rank
** Endgame ending
* Recruitment
** Method
** Time period (early, mid, endgame)
* Aesthetic
** Class again sometimes dictates this
** Color scheme
** Gender
** Age
* Relationships
** With individuals (sometimes tied to personality or rank/role)
** With other recurring archetypes
* Comparisons to previous versions of the archetype to other games (more of the \\\'in the spirit of\\\')
** Direct reprise
** Direct twist/subversion
** Fusing or swapping elements with other archetypes
** Any of the above that change based on POV character in games with multiple Lords or routes.

How many of these you need or which ones are most important i feel vary. Coming up with hard rules beyond just a general consensus of \\\'in the spirit of\\\' becomes a pointless and arbitrary exercise.
Changed line(s) 1 from:
n
archetypes are subjective but there a a couple of things that i think make them. its hard to say what or how many of these qualifiers they need but its a more amorphous \
to:
archetypes are subjective but there a a couple of things that i think make them. its hard to say what or how many of these qualifiers they need but its a more amorphous \\\"in the spirit of\\\"

* Class
** Weapons
** Skills
** Proficiencies
** Stat bases/growths
* Profile
** Backstory
** Personality
** Role / Affiliation / Rank
** Endgame ending
* Recruitment
** Method
** Time period (early, mid, endgame)
* Aesthetic
** Class again sometimes dictates this
** Color scheme
** Gender
** Age
* Relationships
** With individuals (sometimes tied to personality or rank/role)
** With other recurring archetypes
* Comparisons to previous versions of the archetype to other games (more of the \\\'in the spirit of\\\')
** Direct reprise
** Direct twist/subversion

How many of these you need or which ones are most important i feel vary. Coming up with hard rules beyond just a general consensus of \\\'in the spirit of\\\' becomes a pointless and arbitrary exercise.
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