So you want to make a story II
Author: | dndfreak
|
Submitted: | 19th January, 2009
|
Views: | 4870
| Rated: |
|
|
So you want to make a story II: character design.
Since my last article was under such heated debate, I thought I’d write another one.
This one expands upon the character ideas section and will clarify things that my
good friend Kazuma thinks needs said. OH NO I DIDN’T!
Anyways…
Characters in your games, depending on how complicated the story is, will fall
under one of three different categories: main character, supporting character, or
bad guy. Each of these should have a different “feel” that sets them apart from the
others.
Character type || Feel
main || In control, possibly eager
supporting || Depends on the archetype; usually one big character flaw
bad guy || Either emotionless or completely insane
MAIN CHARACTER
Your main character typically will fall under one or two main categories. They could be completely emotionless like they just have their job and do it. These tend to follow the example of characters like the Master Chief from Halo, so devoid of personality that he lacks so much as a name(yes, I know it’s John but that’s only in the novels). For this kind of game, your supporting characters will really be important because they’ll be telling the story, the player will just be viewing from afar.
The second character category for a main character is that of one with a say in the matter. He/she doesn’t go with the flow, they are the flow. These are easily recognizable with most modern RPG games, the ones like Neverwinter Nights 2, The Bard’s Tale or Shadow the Hedgehog in which you can actually make the choices. Even if you don’t give the user that option, the character will make the final decision. For the optimal gaming experience, you should try and give the player the exact amount of background information so that they
agree. For this kind, the player is the forefront of the story leaving the supporting cast behind.
To make your main character, it tends to be easiest to start from the vague parts like the background and work your way up. A character’s backstory, depending on how much you reveal, could become an important plot twist later on. For example, there’s Cloud’s flashback segment in Final Fantasy VII. At the start of the game, he mentioned that he was a former part of SOLDIER, the private army of SHINRA and led by Sephiroth. As the game progresses and the player meets Sephiroth, Cloud tells his allies the truth about his past- that the two worked together and that he witnessed the psychotic breakdown of SOLDIER’s finest. He knew that Sephiroth was an alien’s test tube baby and the last of the Ancients. This semi-famous reveal set the stage for the rest of the game, as the characters chase after the half-alien murderer.
After prepping the plot, the next part to work on is the moral values. Although it’s best to hide these most of the time, the character making a decision will rely entirely upon these values. A character who changes his moral values on the fly to fit the story doesn’t make too much sense. Consistency is key.
One of the most important of the character’s aspects is their name. Avoiding obvious name clichés is a good idea (shame on you pokemon) but a crime-fighting, bodybuilding male superhero named Martha wouldn’t make sense either. Try to keep it subtle. For example, a person with a fascination of dragons would go well with the name Drake. A woodsman would fit with Hunter or Jack. The village idiot would have something simple, like Bob or Joe. Kings and
the like are perfect companions for stereotyping with Leo, James, George, or Henry. If your game is of a humorous nature, a misnomer is perfectly acceptable. Calling a bodybuilder Tiny or Slim may be unoriginal, but can easily lead to some hilarious dialogue.
SUPPORTING CHARACTERS
Although created in a similar way, these have two big differences. The first is that they can easily be much more outspoken. In the way that a main character’s opinion could generate bad feelings toward your game, the ally’s thoughts enrich the experience. The human brain loves conflict and competition, so having allies argue over the next course of action makes them seem more human, even if you have the final say. The second thing is the amount of character flaws. While the player may get offended if the main character can’t do what (s)he wants them to do, flaws breathe human life into the game. If everyone could do everything, then the game would play like an episode of the Stepford Wives. Remember also that it can be better to make another character that is better than the player. Admiration is one of the few feelings that the main character can openly express without hindrance.
EVIL GUYS
Depending upon the kind of game, the final boss/dark overlord/mad scientist/monster summoner/whatever could be either a genius or pathetic. Kazuma clause: yes, there’s more. The article is already up to 841 words, so don’t push it. Anyways, a humor game tends to lean toward the wimpy guys that are usually pretty stupid and unwary, their aura of overconfidence almost
tangible. If the game is more of a serious nature, then the enemy has another category to fall into: the evil genius or the crazed psychopath (Kazuma clause).
Evil geniuses tend to just be spoiled brats with a lot of money and nothing to do with it. However, that’s limiting the stereotype to modern or future games. In the medieval story arcs, a demonic being or politically involved advisor or wizard will typically fill the role. These tend to SEEM flawless, but will have some sort of weakness for players to exploit. For example, in the original Star Wars saga, the Death Star seemed unstoppable. Upon examining the plans, a small but vital flaw was discovered. It was something that no typical person could use as an advantage, but the main character did it!
The psychopath is most characteristically seen as a brute or big thinker; someone who doesn’t know what they’re getting into. Of course, they could know perfectly well, they just seem insane to the player. Sephiroth is a good example, as is Seymour from FF X. Sauron from LotR is also a decent example of the brute. His madness was induced by a combination of the ring and power in general, but his power was unmatched. You need to be either really creative or ethically screwed up to make one of these guys well, but the end result is very rewarding.
Now that you’ve read my 1,103 cents worth, I trust that your next character-rich game will be a success.
|
|
dndfreak
Registered 11/01/2009
Points 650
|