Once again, while I do
like the design, it just doesn't fit with what I have in mind. As I already mentioned, she's supposed to look a bit "uncanny-cute," for a number of reasons. A lot more thought went into the design that I'm going with than one would probably assume just by looking at it.
The number one reason is that, story-wise, I'm going for a bit of an "unwanted child" narrative. While I don't want to spoil too much, let's just say that a combination of her weird look, enormous appetite, and a few other factors make her a bit...unpopular on the planet that she ends up on, even among "friendly" NPCs. Because of that, I want to make her look cute and lovable, but not the generic Japanese mascot kind of cute and lovable where it's almost inconceivable that people could possibly
not love her the moment they first lay eyes on her. Almost every aspect of her apperance is designed to be about 75% cute and 25% creepy. In essence, she's supposed to look like a character who
needs a bit more love than the world around her is willing to give her.
Which is why I went with a sort of "girly" look and personality. A girly kind of personality is, after all, a distinctly human kind of personality, and one often associated with seeking out attention and affection. I want the player to realize that, in spite of her alien appearance, bizarre biological abilities, and mildly eccentric personality, Kiku is essentially just a little girl at heart.
Another factor, far less story-based, is that I simply want to make her design stand out and fit her personality and powers. While your redesign is cute, it has the same problem as Psid's redesign; it's just that. Cute. It doesn't have that weird, mildly uncanny and...well...
alien edge that I'm looking for. It just kinda looks like something you'd see advertising cotton candy while on a tour in Japan, think "Hey, that's cute," and go on with your life. That's pretty much...the
opposite of what I want Kiku to look like. She's supposed to be the kind of character that you look at and think "So...what the heck is that, anyway? I mean it's kind of cute I guess, but...what's going on with that tail?" and slowly grow more attached to as you go through the game with her, helping her grow stronger and achieve her goal in a world that doesn't really like her all that much. She's designed for a game with a story and a theme, not the side of a lunch box.
Also, none of the redesigns proposed by anyone so far really look like the kind of creature that'd have a 12-foot tongue that it uses to pull monsters into the quantum singularity that is its stomach before using them to fuel a biological rocket engine attached to the back of its pelvis, cute, appealing or otherwise.
Vimimin wrote:
But yeah, as everyone else has already said (myself included): simplicity goes a long way in achieving universally appealing character design.
Once again, that's kind of the point; universal appeal isn't exactly the goal when it comes to her design. Universal appeal isn't a bad idea, but it's a sacrifice I'm willing to make to give the story and theme more emotional impact in the long run.
Once again, while I do [i]like[/i] the design, it just doesn't fit with what I have in mind. As I already mentioned, she's supposed to look a bit "uncanny-cute," for a number of reasons. A lot more thought went into the design that I'm going with than one would probably assume just by looking at it.
The number one reason is that, story-wise, I'm going for a bit of an "unwanted child" narrative. While I don't want to spoil too much, let's just say that a combination of her weird look, enormous appetite, and a few other factors make her a bit...unpopular on the planet that she ends up on, even among "friendly" NPCs. Because of that, I want to make her look cute and lovable, but not the generic Japanese mascot kind of cute and lovable where it's almost inconceivable that people could possibly [i]not[/i] love her the moment they first lay eyes on her. Almost every aspect of her apperance is designed to be about 75% cute and 25% creepy. In essence, she's supposed to look like a character who [i]needs[/i] a bit more love than the world around her is willing to give her.
Which is why I went with a sort of "girly" look and personality. A girly kind of personality is, after all, a distinctly human kind of personality, and one often associated with seeking out attention and affection. I want the player to realize that, in spite of her alien appearance, bizarre biological abilities, and mildly eccentric personality, Kiku is essentially just a little girl at heart.
Another factor, far less story-based, is that I simply want to make her design stand out and fit her personality and powers. While your redesign is cute, it has the same problem as Psid's redesign; it's just that. Cute. It doesn't have that weird, mildly uncanny and...well...[b]alien[/b] edge that I'm looking for. It just kinda looks like something you'd see advertising cotton candy while on a tour in Japan, think "Hey, that's cute," and go on with your life. That's pretty much...the [i]opposite[/i] of what I want Kiku to look like. She's supposed to be the kind of character that you look at and think "So...what the heck is that, anyway? I mean it's kind of cute I guess, but...what's going on with that tail?" and slowly grow more attached to as you go through the game with her, helping her grow stronger and achieve her goal in a world that doesn't really like her all that much. She's designed for a game with a story and a theme, not the side of a lunch box.
Also, none of the redesigns proposed by anyone so far really look like the kind of creature that'd have a 12-foot tongue that it uses to pull monsters into the quantum singularity that is its stomach before using them to fuel a biological rocket engine attached to the back of its pelvis, cute, appealing or otherwise.
[quote="Vimimin"] But yeah, as everyone else has already said (myself included): simplicity goes a long way in achieving universally appealing character design.[/quote] Once again, that's kind of the point; universal appeal isn't exactly the goal when it comes to her design. Universal appeal isn't a bad idea, but it's a sacrifice I'm willing to make to give the story and theme more emotional impact in the long run.