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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."

15 of 46 comments (clear)

  1. RPGs? by trublaha · · Score: 3, Insightful

    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!

    1. Re:RPGs? by Goldberg's+Pants · · Score: 2, Insightful

      If you create the character, yes, it engages you more. I still have fond memories of "Curse of the Azure Bonds", the old gold box game, and an Elf fighter named "Ted Grunt" who had a pink sword. (No jokes please.)

      Characters in video games are mostly dull. In fact if someone said "Quick, name a character from a PC game", the only memorable one for me is Kerrigan in Starcraft. (Memorable for spoilerish reasons that, despite the game being a fair few years old, I won't spoil for anyone).

      I fail to see how Max is engaging. For a character to be engaging, you have to spend time with them and become emotionally involved and attached. If the writer bonded with Max Payne instantly... He should probably seek professional help. (As should I, for typoing and saying about the writer boning Max Payne... Freud? Yes, hello, it's me again...")

      I can't say I've ever found any video game character particularly engaging. Unless you count annoyance, in which case Tomi Undergallows in Neverwinter Nights wins. ("I can get that open easy!" Yes, well why don't you then instead of just standing there you stupid halfling bastard!)

    2. Re:RPGs? by der_joachim · · Score: 2, Insightful

      If you create the character, yes, it engages you more.

      Except for Planescape:Torment. A character is pre-made for you. You will develop it over time, but you have a name ("nameless one") and an appearance (boy he's ugly). Talking about P:T would be a bit off-topic here. After all, it is a great game with a great plot AND great characters. ;-)

      RPGs (in the broader sense) with bad plots can be enjoyable, however. Diablo 2 has a great replay value, because a character can develop in several ways. An amazon can specialize in spear, javelin and archery. Dungeon Siege, apart from being a weak D2 with better graphics, has that same idea, although -like D2- it has a very weak plot. DS character development is more primitive though and that's why I gave it away.

      der Joachim

      --
      Geek runner, motorcyclist and professional know-it-all
    3. Re:RPGs? by (trb001) · · Score: 3, Insightful

      I can't speak for all, but Morrowind did that on purpose. Morrowind was supposed to be a completely open ended game...you could play it seemingly forever and still not progress at all on the main quest that would win you the game. Your character in Morrowind actually had a compelling backstory....and the lore surrounding your quest to be named the Hortator and fulfil the prophecy of the Nerevarine was amazing. A good example of how complex the backstory was can is to look at the number of books throughout the game that fill you in on the history of Vvardenfall. Dear god, you couldn't possibly read and comprehend all that information the first time through, it's just too much.

      --trb

    4. Re:RPGs? by MrResistor · · Score: 2, Informative

      With many RPGs where you generate your own character (ie Baldur's Gate, Morrowind, etc.) the main character lacks any identity

      Dude, that's the whole point!

      Morrowind is an RPG in the truest pen-and-paper sense. The whole point is that the character's identity and future is entirely determined by you, the player.

      IMHO, it's the games like Diablo that are a tragic misuse of the term RPG, since there isn't any actual Role Playing (you know, the "RP" in "RPG"). Contrast with Morrowind, where the Role Playing is only limited by the current state of conversational AI technology.

      If you don't like Morrowind, that's fine, but I think your perception of what an RPG is has been sadly warped by the tripe that is most CRPGs.

      --
      Under capitalism man exploits man. Under communism it's the other way around.
    5. Re:RPGs? by Cuthalion · · Score: 2, Insightful

      In fact if someone said "Quick, name a character from a PC game", the only memorable one for me is Kerrigan in Starcraft

      Well, if you look in the adventure genre, it's easy, but that's a genre with really strong characters and stories, because they don't try to be open ended.

      From just the Moneky Island series alone I can come up with dozens of names, Guybrush Threepwood, Elaine Marley, The Dread Pirate LeChuck, Wally, Largo, Murray the talking Skull, I. Chesse, etc.

      Maybe I'm kind of a bad example though. I remember the name of the guy in Out Of This World (Conrad), a game with no dialog at all, and BJ Blaskowitz, the completely unremarkable main character form Escape From Castle Wolfeinstein 3D.

      --
      Trees can't go dancing
      So do them a big favor
      Pretend dancing stinks!
  2. Wow... by Parallex · · Score: 4, Interesting

    Could it possibly be that games designers are finally starting to realize that games must be more than simply a world with missions to capture the player's imagination?

    This is also the problem with MMORPGs -> Most aren't built to tell a story, rather they're there to help you scratch your head and think what to do somewhere else than everyday life.

    Somewhere along the line games developers must realise that if players play these games to escape, to be entertained - then they don't want to have to find ways within the game to entertain themselves. Games that implement these engaging story arcs are almost always extremely successful - even if only on a small cult level.

    It's also the reason why James Cameron movies are always 10x better than any others.

  3. Carboard Cutouts abound by Randy+Wang · · Score: 2, Funny

    I still don't see what the fuss is about. A cardboard cut-out character can be the most entertaining type (provided that its a scantily-clad warrior-maiden with 10'000 polygon boobs), especially for the teenage male population.

    Well, to hell with you. I'm off to ogle Miss BloodRayne for a bit more.

    --
    --- Egads, I glow in the dark!
  4. Character != Player by foniksonik · · Score: 2, Interesting

    If there is adequate room for a Player to develop as Character then a lack of personality is not a problem... ie: role playing.

    Supposedly this is the big difference between interactive media, role playing, and other such as books, movies, etc. where you experience vicariously through the character.

    --
    A fool throws a stone into a well and a thousand sages can not remove it.
  5. Avatars in the modern RPG by neostorm · · Score: 3, Insightful

    "...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).

    1. Re:Avatars in the modern RPG by LordLucless · · Score: 4, Insightful

      "I personally prefer characters as ciphers, this allows me to become that character."

      Which is fine, until you come across a conversation essential to moving the plot forwards, in which there are no alternatives presented that match your envisioned character. Or you find that your character can't really toss in his lot with the Evil Sorcerer, as he would really like to do.

      I commented on this before, waaaaaaay back, when people were bitching about the lack of flexibility in the Japanese-style RPGs like Final Fantasy.

      Basically, there's a dichotomy in computer RPGs. On the one hand, you have the plot-driven games, like Baldur's Gate, Icewind Dale, etc. These are the ones that present the characters as mere ciphers. The problem is, even if you really get into the character, as you can in tabletop gaming, the system is not flexible enough to take into account your background. Why does my elven ranger, whose parents were brutally murdered by a bunch of bloodthirsty human peasants not treat humans like scum? Because the background you write for your characters has absolutely no effect on the game. In this sort of a game, the player can mould the character however they wish, but the character may not always fit well into the game.

      On the other hand, you have the character-oriented RPGs like Final Fantasy. Here your choice is taken away from you - you can't play Final Fantasy 7 as a 4-foot black midget, you're gonna have to play as a spikey-haired white guy. But because the programmers know what sort of personality each character has, they can program the game so that Cloud acts like Cloud, Squall acts like Squall, and whoever the guy is in FFX acts like himself too. In this genre, the player is forced into the mould of a particular character, but that character fits in well within the game.

      Now, with the advent of Neverwinter Nights, and such games, we are getting closer; the re-introduction of a GM brings back the flexibility of a human intelligence. But until we can make a program capable of understanding a natural language, and being able to rewrite the script of a game on the fly on the basis of deducations made from information inferred from a natural language, we're going to be stuck with this dichotomy in single-player RPGs. Whichever flavour you choose is based entirely on personal preferrence; would you rather choice in character design, or a set of smoothly integrated predefined characters?

      Anyone trying to start a RPG holy war proclaiming one of these as the only true way just doesn't get this; each type of game is following a different subset of the RPG ethos, and with current technology, it is just not possible to combine the two totally.

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
  6. Characters plot by SamSim · · Score: 2, Interesting

    Characters have always been more important than plot. Consider the platform videogames of the early nineties and earlier. Consider Sonic the Hedgehog and Mario - and consider their backstories. They sure as hell weren't sold on the strength of plotline, but on vibrancy and dynamism. Sonic, anyway. When you have big splash graphics for your promotional material, you can't put a plotline up there, you have to put a character image.

  7. Re:Characters plot by PainKilleR-CE · · Score: 4, Interesting

    However, there's no real depth (at least early on) to those characters. They're simply images. There's no detail on why Mario's saving the princess, for all we know he's never even seen her before he saves her. Sonic had character built up through the way he was designed and some of the things he did in the game (try setting the controller down for a while, for instance). Sonic had an attitude, but this is still image rather than any significant depth in the character.

    Even Max Payne, which was the article's first mention of strong character, is every bit as derivative as the plot, and his character is developed primarily through the story.

    Some basic social psychology can tell us (or, more importantly, artists) that designing the character's image in certain ways can project feelings onto the viewer, without knowing anything about that character, and both Nintendo and Sega used this well in their games, but in the end the story tells the tale. Sonic's sharp lines project his attitude, while Mario's round-ness projects a likeable character. Disney uses similar ideas in their animation, and Pixar has translated this into the computer-generated arm of animation. Shrek is an ogre, a creature that would normally be depicted as a scary, vile, disgusting creature, instead we get a round character with story points that emphasize no matter how hard he tries, no one's going to think he's scary or vile (though perhaps disgusting all the same). Try to count how many Disney villains have pointy chins or noses and thin, tall bodies with sharp lines. These things are important to get a point across at a glance, but are always developed by story.

    If you're the kind of person that wants a strong connection with the characters in your game, than perhaps you'll like games that center on them, but without a plot to develop the character, that character is simply what you project onto them.

    For advertising and to get people interested you may use a strong image to project your character, and it is important that the image and the plot that develops that character mesh well together, but if the story isn't there, or just doesn't develop the character, than the image will be all you have.

    --
    -PainKilleR-[CE]
  8. Word... by Josiwe · · Score: 3, Insightful

    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!
  9. old man murray... by bigbigbison · · Score: 3, Interesting

    ...once had a line that replied to this sort of conversation. It went something like, "If only Monopoly had a stronger plot, then it would really be sucessfull."

    Why do people always criticize games for their lack of plot but we never criticize films for their lack of interactivity?

    I popped the Wizard of Oz in my ps2 last night and no matter how hard I tried I couldn't get that girl to go off the yellow brick road. I kept hitting buttons but they didn't seem to have any effect on the movie at all except to pause it and skip ahead.

    graphics 10
    gameplay 0
    score 2

    --
    http://www.popularculturegaming.com -- my blog about the culture of videogame players