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On Making Videogame Heroes, Villains Realistic

Thanks to the IGDA for its 'Culture Clash' column discussing the increasingly complex nature of heroism and villainy in videogames. The writer suggests: "The white hat/black hat dichotomy of heroes and villains (PC and NPC) in most games is no longer sufficiently believable to the player, but is still theoretically acceptable given the earlier limitations of the medium", and goes on to argue: "Audiences respond poorly to blatant noseleading, and increasingly demand escalating shades of gray." Do you enjoy stereotypical portrayals of good and evil in gaming, or do you find, as Daryl Zero needed to be told: "You realize... there aren't any 'good guys' and 'bad guys'... there are just... just a bunch of guys"?

17 of 79 comments (clear)

  1. Video gaming's sorta like moviemaking. by Absurd+Being · · Score: 4, Insightful

    Good characterization (making those shades of grey) takes time. The player's time. So it becomes a tradeoff. To make a good story, you have to usually cut into the time you're actually playing the game (cut scenes, etc). At its forefront, the game is still the most important part. Otherwise you're just watching a movie. The key to all of this is finding some way to integrate the character development/story development into the game action itself.

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    1. Re:Video gaming's sorta like moviemaking. by fwitness · · Score: 5, Insightful

      Yeah, this goes with yesterday's article on episodic content. Games are still very much technology demos. Players want to see new graphics and cool new gameplay elements with each iteration. However, if we had a game that settled those up front, then released the story later, maybe then we could do more with character development.

      Keep in mind that a significant part of any game (10% or so) still must be devoted to teaching the player how to control the main character. This would actually be an excellent time to start fleshing out the details of the story. Most games do this today, but some still offer the tried and true "training ground" which is exactly what it says it is, nothing more.

      Have you ever sat there and watched your girlfriends favorite soap opera? Or someone else's girlfriends if need be. You can't understand a thing that's going on because of the massive amount of story development has gone in the years that you never saw. However, watch for a few weeks and you have a character that keeps people returning for *years*. Too bad most of the soaps out there have a story so bad I wind up watching Sesame Street to fill my mind with a more believable story. Anyway, episodic content would allow give the player more time in the story, and hence, character development.

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      -- I have fans? Wow.
    2. Re:Video gaming's sorta like moviemaking. by fwitness · · Score: 4, Interesting

      Yeah, 10% is pretty high. But it depends on the game itself. Vice City is a good example. I'm not sure on it's entire length, but there is a lot of complex control there, with all the different weapons and autos/cycles. Probably takes a good 2 - 2.5 hours for a non-casual gamer to master. I guess that's probably more like 5%, figuring that the game is 40 hours or so. However, for Final Fantasy Tactics Advance, I'm about 15 hours in and I'm *still* figuring out little bits of the control mechanisms on managing the party and such.

      On the other point, Payne is a great example of how to do character development in-game, without removing the player from the experience. I think another excellent example is Metroid Prime. The only game I know of that has good character dev *without* characters. If you scan all the computers, which you do while playing, there is a huge story that you are finding out about along with Samus. That gives the game a great feel of investigation and suspense.

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      -- I have fans? Wow.
    3. Re:Video gaming's sorta like moviemaking. by Xzzy · · Score: 4, Interesting

      > To make a good story, you have to usually cut into the time you're actually playing the game (cut scenes, etc).

      Not always. Think back to Marathon. The terminals were part of the game, and were the major source of all the characterization. They were for the most part the "cutscenes" of the game, but they never EVER felt like one. Your mission info, the story line, the reasons the player should care about the story, everything, game from those simple text terminals. Finding a terminal was like a breath of fresh air, in the back of your head you were hoping THIS one would finally answer all the questions. But no, it just presented new problems.

      Marathon was also amazing in the sense that it never really told you who you are. There were hints, which fans have since endlessly debated, but it left wiggle room for a player to assign his own values and virtues to the character he's playing. Marathon's sucessor in spirit, Halo, gives a decent example of how easy the balance is to screw up. Don't get me wrong I had a blast running through Halo the first time, but it is nowhere near the caliber of what Marathon was.

      It's quite simple to summarize: Games cannot be missions with an obvious point A to point B. Even if there is only one route through a map, the player needs to be able to feel like he's charting his own course and cannot be aware of what is around the next corner. Marathon did that, Halo did not (well except in that map where you first discovered the Flood, that was an amazing mission).

      Games these days are too commonly a narrative. It permits you do take care of the details of running from room to room but the story always tells you who you are and what is going to happen in well defined doses. The mark of a great game is one that does this, but doesn't reveal that it is doing so to the player. Games have to leave the "cutscenes" to dictating the problems of the current situation, and leave the resolutions to the actual play. If a game finds itself finishing a mission with a "tells all" narrative, it has failed.

      IMO that is. ;)

  2. Game-dependent? by Cychwyn · · Score: 5, Insightful

    Would that not depend on the kind of game you play? For RPG:s multi-shade characters would work very well, and I would appreciate the variation (not just grey, bring on the whole colour-spectrum!), but for shoot-em-ups, isn't part of the premise that the characters you are shooting by the dozen are totally evil? War-games would be different again, "enemies" in that sense are also just people, but there is a war on. I'm talking your average kill-everything-in-sight game where you would not necessarily be wanting to justify your actions other than by "but they're *evil*".

  3. CBFD by dmayle · · Score: 4, Interesting

    Conker's Bad Fur Day was an execellent example of this. Though it's shades of grey had more to do with winning and losing than with good guys and bad guys.

    For those who aren't familiar, the game ends with Conker "winning" by defeating the bad guy, but his girlfriend died in the process, so the game ends with him at a bar, asking for a bottle of whiskey...

    You can forget all of the dick and fart jokes, what made CBFD a mature title was it's thoroughly morose ending.

  4. Evil does not think itself evil by wowbagger · · Score: 5, Insightful

    I've said it before, and I shall now say it again:

    Evil does not think itself evil

    While villans in cheap movies may rub their hands together and cackle about how eeeeeeviiiil they are, in the real world those who do evil do not see themselves as evil.

    The pusher on the corner doesn't see himself as evil, "Yo, I'm just givin' folks what they want."

    Saddam did not see himself as evil, "I am maintaining order in my country - this person is a threat to that order, and to prevent others from becoming threats I must make an example of him. Uday, turn on the wood chipper."

    Darl McBride does not see himself as evil, "I am running a business. This is my chance to make money."

    If you want your villans to be believable, try to get inside their heads and make their actions make sense from their perspective. It's taxing, it's scary, but it makes for a believable villan.

  5. Deus Ex: Invisible War by kaellinn18 · · Score: 5, Informative

    I think I agree with the point being made here. Deus Ex: Invisible War did a wonderful job of providing you a story with nothing but shades of grey. Technical difficulties aside, this is the only game I know of where there is no clear right/wrong path (feel free to suggest others). Even the first Deus Ex didn't do that. Playing even the first few maps of this game, you are confronted with a lot of possible paths you can take, most of which conflict with each other. I actually had a difficult time making decisions (as I probably would have if presented with similar choices in real life). So, yes, I believe that the future of gaming (or at least more realistic gaming) lies along this path.

    --

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  6. Good examples by mwheeler01 · · Score: 4, Interesting

    a good example of bad guys who really weren't all that bad, save one is almost every character in Knight's of the Old Republic. A game that can be played in under 40 hours by me and takes the time to set up believable villians, most of which have very human sides to them. Another good example IMHO is Max from Max Payne. He could be considered a villian through the eyes of some but his motivations for what he does are so understandable that he's the hero in the games. This is a question of where do you draw the line between good and evil?

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    Pretty widgets? What pretty widgets?
  7. KotOR as a good example by EddieBurkett · · Score: 5, Insightful

    Knights of the Old Republic did a decent job of portraying the NPC's in a mixed light. Of the *bad* guys, Canderous was the only one who came across as hyperactively violent, and that translated to an interpretation of his actions as *evil*. HK-47, while definitively evil, was a droid, so he was programmed as such, and his dialogue was mostly used as comic relief. The interesting thing about KotOR, though, is how the arrogance of the Jedi is portrayed. Bastila is so bossy and uptight when you finally meet her that, even though she's *good*, she almost seems like she should be evil. (I suppose that could be called foreshadowing of a sort.) I do agree with the article, though, that KotOR's method for *role-playing* as the PC is lacking. Having played through as light and dark, I found myself taking the over-the-top EVIL approach too often, to ensure my dark side status, as opposed to a more natural *evil* reaction. The problem is, as described with the kitten situation, there was always the blatant good option, the mercenary good option, and the KILL KILL KILL evil option, and I would have liked a more subtle method of being mean. I suppose I don't care would have been good, but picking that means not completing whatever task is at hand. I guess the ultimate problem is that in the choice between role-playing and completing a task in the game (be it attempting to do all the quests or maintain dark side mastery), I chose the tasks. Ultimately, that should not be such a visible choice.

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    The only thing I hate more than hypocrites are people who hate hypocrites.
  8. Reminds me of an Interview by Prien715 · · Score: 4, Interesting

    The idea of a flawed hero reminds me of something Kevin Spacey said:
    "'So in this film you play a flawed character,' and I go, 'as opposed to every human being in the rest of the world?'"

    Gray characters are more interesting not only because they're more believable, but because they cause the player or viewer to reflect more on life itself. A movie or game which serves as a ringing endorsement for the status quo is really quite boring.

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    -- Political fascism requires a Fuhrer.
  9. Planescape:Torment by der_joachim · · Score: 5, Interesting

    (spoiler alert:) The Nameless One faces three "end bosses", a purely good one (an angel), a purely evil one (a hag) and a purely neutral one (a previous incarnation of the Nameless One himself IIRC). Just like the alignment system of 2nd ed AD&D. However, every one of them behaves in a manner atypical of "their" alignment. The hag played around with Nameless because she loves him and the angel has been corrupted into imprisoning an entire plane of existence.

    Other incarnations of the Nameless One were either very good or very evil (one of them taught Ignus to burn haha).

    Of course, finding out about the Nameless One's history was the point behins the whole game, and it is still the single best game I've ever played.

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    Geek runner, motorcyclist and professional know-it-all
  10. Funny... by *weasel · · Score: 5, Insightful

    Tolkien seemed to do just fine with caricaturized good and evil. I believe Sauron and Saruman were well aware that they were unquestionably evil.

    It's bad story that gamers don't like. Characterization is part of that, but really, how characterized was a disembodied eye?

    "lidless, wreathed in flame," was about it.

    But the story (for most people) was captivating, despite its apparent 'simplicity'. 'Believable' villians are only a requirement if you're trying to craft a 'believeable' story.

    and even then, self-delusion is not a set-in-stone requirement (Hannibal Lector).

    As with any storytelling, there are no set rules, there are no silver bullets - there is only what works and what does not work. And no-one can tell you which is which by description alone. You must read the work to know where it lays on your subjective scale.

    Trying to adhere to structure or processes that were defined via hindsight, doesn't guarantee future success - so why bother?

    (You may argue with 3 act play, 9 part story, joseph campbell, et al. - but the overbundance of crap stories that adhere to those structures and the instances of good stories that don't use them already prove my point)

    A storyteller should get inside every character's head, to make sure they're well-written. But self-justified evil is not a prerequisite of a well characterized Bad Guy.

    it's also important to note the distinction between the disillusioned bad guy who thinks he's doing good, and the Bad Guy who realizes that his actions will be seen as evil, and perhaps are evil, but he still feels a compulsion to execute them anyway (the Borg, any Mob Boss, etc).

    --
    // "Can't clowns and pirates just -try- to get along?"
    1. Re:Funny... by wowbagger · · Score: 4, Insightful

      There is a world of difference between

      "believing yourself to be evil"

      and

      "believing society believe you to be evil."

      For example, while Hannibal know that he was viewed as evil by society (he was crazy, not stupid), he did not believe himself to be evil - he was a sociopath; he had no personal concept of evil, just "what do I want to do today?" (or rather, "Who do I want to eat today?")

      Most fantasy villans believe their actions are correct, usually because "I am destined to rule", or "I will bring order to the world".

      True, there are the crazyevil folks - the "I want to DESTROY EVERYTHING MUHAHAHAHA" types in fiction. However, crazyevil (and I am deliberately combining those two words) people aren't as threatening simply BECUASE they are crazy - they end up doing something stupid and thus losing. The Hans Gruber (Die Hard 1) bad guys, who are in control, cold, calculating, are FAR more dangerous than the Riff Raff "YOU NEVER LIKED ME!" crazyevil types. Riff might shoot you with the ZZ-Top AntiMatter Lazer (again, I misspelled that deliberately), but Hans will coldly let you think you are going free then blow you up.

    2. Re:Funny... by jbert · · Score: 4, Interesting

      Disagree. Saruman had lots of excuses for what he got up to. At least initially, he was doing the "we need power to fight power" argument.

  11. Shades of grey by illuminatedwax · · Score: 4, Interesting

    Actually, in many Asian countries, like Japan and especially Korea (oddly enough, big "story" video game producers), they do not have the simple black and white notion of "good" and "evil" that we have. Instead, it all just comes down to a difference of opinion, or rather, that difference creates evil This thought process actually is a theme in some games, one off the top of my head being Final Fantasy VIII. For information about the Korean mindset on evil, read "Think No Evil" by C. Fred Alford.

    --Stephen

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    Did you ever notice that *nix doesn't even cover Linux?
  12. Like Good Books by robbway · · Score: 4, Insightful

    (disclaimer: opinion, of course)

    Characters, no matter whether good, evil, corrupt, silly, stupid, super-intelligent or whatnot, need to be believable and contextually relevant. Contrary to popular belief, characters need not be complicated, nor should they resemble human characters. That's because most of the people you meet and interact with are known on a very superficial level, like characters. The rare few, those you are close to, have many facets, and none of those are easily classifiable.

    In a book, like in a game, the characters you have most contact with should be more than superficial, and the rest can be extremely superficial. The goal is the ease the reader's/player's acceptance of the fantasy you're spinning. The only problem is that really human-like characters seem a bit neurotic and wishy-washy. I believe that's why the main character's are always so driven in the plot. They're still polarized towards a goal no matter how deeply the character is described.