Razputin Aquatos (
purpose_of_the_goggles) wrote2020-07-11 07:15 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
MINDSCAPES AND YOU: How to flesh out a Psychonauts-style mindscape for your Character
Some multifandom RPs may suddenly find themselves with a whole new method of developing their characters the moment a Psychonauts character enters the scene. Psychonauts, after all, features as its central conceit the ability to enter the minds of anybody and wander around their mindscapes with abandon. Subsequently, a player might be interested in exploring this avenue and developing their own mindscape.
This is not as easy as it sounds. It is far too easy to fall into the trap of relying too heavily on a character's past or present as a mindscape setting, subsequently missing the point of why the past or present may be so heavily involved. A mindscape, rather than an objective representation of a character, is in fact a highly representational one, and thus can be very difficult to flesh out effectively. Therefore, I have written this guide in order to try and help people who might be interested in figuring out the way their character's minds work. Even if there is no method of entering a mind, this guide can help to gain some insight on how your character views the world.
Ignoring the basic game mechanics (censors, figments, cobwebs and the like), a few things must be taken into consideration when building a mindscape:
ARCHITECTURE
The theme of a character's mind is, quite simply, a literal representation of how they view the world. While one could theoretically use the past as a structure, such a thing would inevitably indicate that the character him or herself is stuck in the past, not that it represents them. When considering the theme of the world, consider what major structural elements fit into their world view. In Psychonauts, for example, Gloria Von Gouten's mindscape is that of a theater because her life's work has revolved entirely around it. Edgar Teglee, on the other hand, has a mindscape represented not by his entire life, but solely by the artwork he produces as a matter of therapy, because that is currently his main focus. Take into consideration not just the scope of your character's life, but what might be the primary element which they use to structure their understanding of life.
LAYOUT
If the architecture represents the character's viewpoint, the layout represents the way their minds currently work. There is a difference; one highlights what they use to represent the world, and the other shows the way their brain functions. Some examples: Boyd Cooper, a paranoid schizophrenic, has a convoluted, warped mindview that reflects the twisted way he interprets the world. It's disorienting and somewhat frightening, much like a paranoid schizophrenic might twist things. Edgar Teglee's world, meanwhile, can be interpreted as a circle because his constant rage over childhood wrongs causes him to constantly think in circles, eventually looping back to what he blames for his downfall.
A talented and well-trained psychic can actually shape the layout consciously. Sasha Nein maintains a world that is both logical and straight-forward and yet can be manipulated and shaped as he pleases; Coach Oleander's world fits in with his military obsession, but he has full control over the elements within it. This requires a good deal of awareness and psychic strength, however.
INHABITANTS
Each mindscape is its own little world, and often contains inhabitants which represent various aspects of the person's psyche. Most of the time, these inhabitants work with the character, creating a cohesive and functioning whole. However, a troubled individual may have conflicts which too are represented by inhabitants. Gloria Von Gouten's entire mental world grinds to a halt because of one particularly caustic critic representing her self-doubts. Boyd Cooper's entire world is occupied by shady figures conspiring against him because his mind is so dysfunctional at this point that even his own mental inhabitants are something to be feared. When planning the inhabitants, bear in mind that not everybody is going to have an overwhelming conflict; if someone is sane and well-adjusted, the other inhabitants will be more than enough to combat the conflicts. Someone with serious mental maladjustments, meanwhile, might have the conflicts essentially taking over, which is where a Psychonaut tends to come in. Both Raz's and Coach Oleander's issues with their fathers, for example, manifest as malevolent monsters when their minds meld. When planning such things out, make sure that the conflict fits the theme of the world along with the inhabitants.
SELF REPRESENTATION
The mindscape is nothing without its creator, and each person often has a representation of themselves within the mindscape. This should be fairly straight-forward, but can often be easily as complicated as the mind around it. Coach Oleander, for example, presents himself as a series of recruitment video screens throughout his mindscape. Fred Bonaparte sees himself locked in an eternal game of Risk with his more famous ancestor. Perhaps most notable is, again, Edgar Teglee, who generally looks like himself until he gets angry, in which case he becomes the very bull that endangers his mindscape. Again, a strong psychic typically has more control than a non-psychic, but in general the avatar is going to be how the person sees themselves in relation to the world. That said, only a strong psychic will be able to actively recognize and admit/reject outside influences, like Psychonauts.
MEMORY VAULTS
Most of the in-game collectibles are easily overlooked in a Psychonauts RP mindscape. Memory vaults, however, can be highly representative and are encouraged to be included. Such memories take the form of a Viewmaster-esque slide show, and generally are suggested to be condensed into about eight representative images. No more than one vault is needed, but three are standard, and can include as many as someone desires.
Furthermore, WHERE the vault is can represent your character too. The less a character likes to discuss or show off a certain memory, the more difficult it will be to locate it. Milla Vodello's worst memory is hidden in an out of the way location in what is otherwise a party of a mind, a quiet nursery sitting on top of a burning hellhole in conjunction with her buried guilt of the orphanage she had worked at burning down. Coach Oleander keeps a false memory out for students to find so he can show off while hiding the true reality in a hard-to-access alcove. Where your character keeps memories within the mindscape can reflect the importance of these memories and how your character relates to them.
Mindscapes are complicated, but can be quite rewarding to create, and fun to allow access to. Hopefully, this guide will assist in producing the best one possible for your character. Happy braining!
This is not as easy as it sounds. It is far too easy to fall into the trap of relying too heavily on a character's past or present as a mindscape setting, subsequently missing the point of why the past or present may be so heavily involved. A mindscape, rather than an objective representation of a character, is in fact a highly representational one, and thus can be very difficult to flesh out effectively. Therefore, I have written this guide in order to try and help people who might be interested in figuring out the way their character's minds work. Even if there is no method of entering a mind, this guide can help to gain some insight on how your character views the world.
Ignoring the basic game mechanics (censors, figments, cobwebs and the like), a few things must be taken into consideration when building a mindscape:
ARCHITECTURE
The theme of a character's mind is, quite simply, a literal representation of how they view the world. While one could theoretically use the past as a structure, such a thing would inevitably indicate that the character him or herself is stuck in the past, not that it represents them. When considering the theme of the world, consider what major structural elements fit into their world view. In Psychonauts, for example, Gloria Von Gouten's mindscape is that of a theater because her life's work has revolved entirely around it. Edgar Teglee, on the other hand, has a mindscape represented not by his entire life, but solely by the artwork he produces as a matter of therapy, because that is currently his main focus. Take into consideration not just the scope of your character's life, but what might be the primary element which they use to structure their understanding of life.
LAYOUT
If the architecture represents the character's viewpoint, the layout represents the way their minds currently work. There is a difference; one highlights what they use to represent the world, and the other shows the way their brain functions. Some examples: Boyd Cooper, a paranoid schizophrenic, has a convoluted, warped mindview that reflects the twisted way he interprets the world. It's disorienting and somewhat frightening, much like a paranoid schizophrenic might twist things. Edgar Teglee's world, meanwhile, can be interpreted as a circle because his constant rage over childhood wrongs causes him to constantly think in circles, eventually looping back to what he blames for his downfall.
A talented and well-trained psychic can actually shape the layout consciously. Sasha Nein maintains a world that is both logical and straight-forward and yet can be manipulated and shaped as he pleases; Coach Oleander's world fits in with his military obsession, but he has full control over the elements within it. This requires a good deal of awareness and psychic strength, however.
INHABITANTS
Each mindscape is its own little world, and often contains inhabitants which represent various aspects of the person's psyche. Most of the time, these inhabitants work with the character, creating a cohesive and functioning whole. However, a troubled individual may have conflicts which too are represented by inhabitants. Gloria Von Gouten's entire mental world grinds to a halt because of one particularly caustic critic representing her self-doubts. Boyd Cooper's entire world is occupied by shady figures conspiring against him because his mind is so dysfunctional at this point that even his own mental inhabitants are something to be feared. When planning the inhabitants, bear in mind that not everybody is going to have an overwhelming conflict; if someone is sane and well-adjusted, the other inhabitants will be more than enough to combat the conflicts. Someone with serious mental maladjustments, meanwhile, might have the conflicts essentially taking over, which is where a Psychonaut tends to come in. Both Raz's and Coach Oleander's issues with their fathers, for example, manifest as malevolent monsters when their minds meld. When planning such things out, make sure that the conflict fits the theme of the world along with the inhabitants.
SELF REPRESENTATION
The mindscape is nothing without its creator, and each person often has a representation of themselves within the mindscape. This should be fairly straight-forward, but can often be easily as complicated as the mind around it. Coach Oleander, for example, presents himself as a series of recruitment video screens throughout his mindscape. Fred Bonaparte sees himself locked in an eternal game of Risk with his more famous ancestor. Perhaps most notable is, again, Edgar Teglee, who generally looks like himself until he gets angry, in which case he becomes the very bull that endangers his mindscape. Again, a strong psychic typically has more control than a non-psychic, but in general the avatar is going to be how the person sees themselves in relation to the world. That said, only a strong psychic will be able to actively recognize and admit/reject outside influences, like Psychonauts.
MEMORY VAULTS
Most of the in-game collectibles are easily overlooked in a Psychonauts RP mindscape. Memory vaults, however, can be highly representative and are encouraged to be included. Such memories take the form of a Viewmaster-esque slide show, and generally are suggested to be condensed into about eight representative images. No more than one vault is needed, but three are standard, and can include as many as someone desires.
Furthermore, WHERE the vault is can represent your character too. The less a character likes to discuss or show off a certain memory, the more difficult it will be to locate it. Milla Vodello's worst memory is hidden in an out of the way location in what is otherwise a party of a mind, a quiet nursery sitting on top of a burning hellhole in conjunction with her buried guilt of the orphanage she had worked at burning down. Coach Oleander keeps a false memory out for students to find so he can show off while hiding the true reality in a hard-to-access alcove. Where your character keeps memories within the mindscape can reflect the importance of these memories and how your character relates to them.
Mindscapes are complicated, but can be quite rewarding to create, and fun to allow access to. Hopefully, this guide will assist in producing the best one possible for your character. Happy braining!