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Rapporter et oversættelsesproblem



Trauma does something to a kid billionaire.
Anyway, just a wild guess. There's probably a small touch of that in those games.
The Prince oscillates between himself and the demon, i forget the particularities.
The two original games did it first.
V has . . . . identity issues.
Not sure if you can classify this as split personality.
Kind of the Stanley Parable but not really.
Anything else that comes to mind would be you roleplaying a character with split-personality.
OK I should clarify myself a little (whatever 'myself" is)
1. An internal dialogue occurs between your competing personalities (arguing with each other, making commentary on your actions etc)
2. Each personility has it's own play style and goals
3. Satisfying pesonality's goals gives it more dominance (maybe there's a meter to show this)
4. The more dominant a personality, the more access you have to their skill-set (and handicaps)
5. Once a personality achieves full dominance some actions become involuntary (e.g. if you play a killer, involuntary killing my occur during difficult negotiations. If you play a negotiator then sometimes you can't pull a trigger for a cold-blooded assassination)
I was actually going to make a game that satisfies bullet points 1, 2, and 4 of yours, but not 3 or 5 - and also life circumstances have made that regrettably not possible now and in the years before now. I first came up with the concept 15 years ago. It's not really meant to be alternate personalities, but functionally that's how the concept I wanted to make works.
Mechanically, your bullet points #3 and #5 (the two that my relevant game idea leaves out) are the two bullet points that provide the most replay value.
In mine, the protagonist and antagonist are the same character.
...so is the damsel, and several NPCs. All the same guy.
imo - Self-inserts become a lot less obnoxious when you use them for more than one character and also make them fight each other. ☯️