I don't think the character has to be faceless for the player to relate. A poorly planned intergration is bad, true, but sometimes it works and creates a memorable experiance. It can create a character whose name and face are as memorable as anything in the world. Gordon Freeman, for example, was only a name and face in a game that was all about action, yet we remember him. We became him, in a way. When you heard that the military was abandoning
Gordon Freeman to his fate, you panicked. Of course, you were Gordon, so of course you panicked. He wasn't a nameless, faceless person, yet he was you.
Now take just about anyother game you've ever played where the character had a name and face, and that's it, no real history or anything. I bet you didn't relate as much to that character as you did to Gordon. The difference is that the game managed to convince you that you
Gordon Freeman, and you believed it. That created a level of immersion that few games have ever created, and something all games should strive for. But there's never enough time or money for it (
Quarter to Three has a link on how much developers actually make).
However, you can make games where the playable character is a very vivid person. I'm sorry I keep mentioning it, but The Longest Journey did this so perfectly, I knew the main character almost as well as I know myself. Hell, I was predicting her responses by the second disk! You can give the main charcater a name, a face, a history, a personality and not alienate the player. It takes work, of course, but it can be done.
When it comes to cultures, that is just as important. While I say "don't give it all away," there are common knowledge things you kind of have to give out or else the rest of it makes no sense. So while in Homeworld they didn't get into the political differences, they were there in case they were referenced later (I never finished Homeworld, did they make reference to it later in the game?).
But for Freespace, you do lose something. I want to know so much about the Vasudan culture it drives me crazy. But, I don't want to know jack about the Shivans. You can spoil a group by giving away too much, sometimes anything. Remember the Borg? Remember how cool they were? Now think of the Borg after Voyager? I'll give you a moment to get over the depression. It all comes down to balance with a culture's history and beliefs. Give away enough to draw the player, but not so much that you drive them away, or utterly depress them.
For future cultures, though, the reason they seem so similar to ours is because A)the designers don't know what a future culture would be like and B)we're more comfortable in our own world. Being comfortable, we're more drawn into the game world, which is the most important thing a game can do.
Good and evil, to me, are the same thing. It all makes sense from a certian point of view. It should always be shown that being good and evil are relative.
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I know there is a method, but all I see is madness.