Great Game Characters Compensate For Plot?
Thanks to the IGDA for their 'Culture Clash' column discussing why interesting game characters make for better games, even if those games have a weak plot. The author gives the intriguing example of Max Payne, suggesting the game is memorable, despite the "relatively cliched" story, because "...the first time we see Max, he's giving up smoking because it's bad for his baby. The second time, he's howling his misery over the loss of his wife. He is a human being with a broken soul, and an enormously compelling and emotionally engaging character." However, games such as Morrowind present the main character as "little more than a cipher through which we experienced the game's story", and it's suggested that this is less successful: "It can be an effective way to craft a powerful narrative, but it's also one that is more likely to fail if poorly executed."
I have to agree. With many RPGs where you generate your own character (ie Baldur's Gate, Morrowind, etc.) the main character lacks any identity and it's hard for me as a player to instill any identity in the character I'm playing - it just feels too... well, contrived.
This doesn't apply to all RPGs tho - Planescape Torment had a very intriguing character!
"...little more than a cipher through which we experienced the game's story", and it's suggested that this is less successful..."
This may be less successful as a standard "character", but that in no way means it should not be done. I personally prefer characters as ciphers, this allows me to become that character. As the article mentioned, the player is no longer watching another being experience this other world while playing out a story; the player *is* that character within that world, and creating that story.
The article is fair enough to mention that the typical "character driven" games like Max Payne (and unlike Morrowind) make for better "narratives" but this is the folly of many game analysts in assuming that all games are driven by narrative. While narrative plays a major part in moving the plot along, a game like Morrowind could easily be considered a simulation of sorts.
Either way, this is highly a matter of taste. I certainly hope I don't see less of this kind of game, and more of the currently popular polygonal cliches, that walk through several hours of cutscenes and constantly spout endlessly repetitive one-liners during gameplay. (Contrary to what I assume is popular belief, constant jabbering by the on screen player characters does not add personality).
Any gamer worth his salt can tell you who Cloud, Aeris, Tifa, Barret, and Sephiroth are. Not as many can tell you the names of more than one or two characters from each of the other FF games. This is why FF7 is the most memorable of the series - its characters.
The same goes for great anime - sure you may have liked Vandread or Gatekeepers or any of the recent spate of mass-production animes. But the reason everyone recognizes the names Ayanami Rei and Spike Spiegel is that the characters in Eva and Bebop are vivid, larger-than life characters that we all connect with on a deep level.
Great literature is the same way - from Arthur to Yossarian, Hamlet to Holden, great characters are what connect us to and captivate us with any story.
Yvan Eht Nioj!