The game doesn't factor in race or gender from the perspective of the player character, because I've tried to avoid ascribing too many properties to the player character. Making it possible to play as a certain gender or race and have the world respond differently would be interesting, of course, but would dramatically ratchet up the com…
The game doesn't factor in race or gender from the perspective of the player character, because I've tried to avoid ascribing too many properties to the player character. Making it possible to play as a certain gender or race and have the world respond differently would be interesting, of course, but would dramatically ratchet up the complexity of things. So as it is, you can basically imagine the player character to be whatever you want them to be, and the world will regard them pretty neutrally, for better or worse.
But things like gender and race can come up with regards to individual survivors, including their interactions with other survivors if they are "recruitable." And it can come up in regards to the stories that non-recruitable survivors tell.
Makes sense. You generally want blank-slate protagonists anyway for player buy-in. But I'll be really interested to see how the game handles it if the player recruits a streetwise, early-era-hip hop rapper and brings him to a 1980s Willamette valley... It'll be a great reason to put "The Message" on the soundtrack, of course.
The game doesn't factor in race or gender from the perspective of the player character, because I've tried to avoid ascribing too many properties to the player character. Making it possible to play as a certain gender or race and have the world respond differently would be interesting, of course, but would dramatically ratchet up the complexity of things. So as it is, you can basically imagine the player character to be whatever you want them to be, and the world will regard them pretty neutrally, for better or worse.
But things like gender and race can come up with regards to individual survivors, including their interactions with other survivors if they are "recruitable." And it can come up in regards to the stories that non-recruitable survivors tell.
Makes sense. You generally want blank-slate protagonists anyway for player buy-in. But I'll be really interested to see how the game handles it if the player recruits a streetwise, early-era-hip hop rapper and brings him to a 1980s Willamette valley... It'll be a great reason to put "The Message" on the soundtrack, of course.