Over at Gamasutra they have a detailed and well researched piece on crafting compelling characters in video games. But I think something’s missing. It’s not that what Tychsen is saying is wrong, technically he’s just reporting his observations as he sees them. His honest goal is give people the knowledge they need to design better characters in games, that you can see. Unfortunately, the way he approaches what a character is dooms him to repeat the same mistakes that have lead game after game to implement flat, boring characters.
From a systems’ point of view, a character is just a unit within the game, with attributes, relations, statistics, and behaviours. This is Tychsen’s viewpoint, and it’s fine when creating a game for gameplay’s sake. But as soon as you introduce story, you need to look at characters in a different way.
[…]if the character is not interesting to play, the gaming experience will not be of a sufficient quality to motivate the player to continue player.
Fascinating characters can make a game and create lasting relationships with the player that keep them coming back for more – as is evidenced in the game series featuring characters such as Lara Croft, April Ryan, Max Payne, Crash Bandicoot and Sonic the Hedgehog.
First off, you could have the most interesting character in the world and it won’t save you from plain old bad gameplay. Consider the wildly popular and completely unsuccessful Sonic the Hedgehog franchise. I love that little guy, and I have fond memories playing Sonic games on my Sega Genesis, but I really haven’t enjoyed the 3D versions that have been coming out over the years. Sonic the Hedgehog is a character, yes, but moreso, he’s the embodiment of a specific kind of gameplay that I really enjoy. Take away the gameplay, and I don’t enjoy Sonic anymore.
And this leads me to my point: If experiencing gameplay is to experience a game’s procedural plot, and Sonic is the embodiment of that gameplay, then Sonic isn’t just a character but an actantial component of the plot.
Actants aren’t units in a story; they don’t exist and affect the fiction as agents, “causing” things to happen. Instead, actants only exist because you want a certain action in your plot to occur. It’s a subtle change of perspective that has you constantly acknowledging the fictionality of the plot, the fact that the story is a construction. Uncle Ben doesn’t die at the hands of some burglar because one rolled lawful good and the other chaotic evil, or because the burglar had a higher agility score, or because the burglar had a bad day, really needed the money and got careless. The reason Uncle Ben dies at the hands of some burglar is to provide the realistic motivation needed by the plot to fulfill Peter Parker’s transformation into the friendly neighbourhood Spiderman we all know. As far as Spiderman’s origin story goes, that’s the only reason why the actants of Ben and the burglar exist in the plot.
That’s interesting, you might think, but what does that have to do with game design? Well, like I said, Tychsen’s systematic approach isn’t wrong, it’s just lacking the depth needed to implement characters that are well rounded and feel like they belong in the game’s procedural plot. For that, you need to consider what that character’s actantial role in the plot will be. And this is where the two meet: once you know exactly what an actant’s purpose is in the plot, then you can start thinking about what game mechanics, attributes, statistics and behaviours best serve to coherently fulfill that purpose. The end result is a character that’s both structurally and actantially sound, the kind of character that really emphasizes the plot and brings your game to life.
Are you excited about Heavy Rain? You should be. Quantic Dream’s David Cage, the man responsible for Heavy Rain (and Indigo Prophecy/Fahrenheit) held a talk recently at the Cité des Sciences et de l’Industrie in France where he said basically nothing about the game … but did point out something interesting about games today, as reported by Francois over at Gamasutra:
[…] the base, primitive human feelings of fear, excitement, frustration, and aggressiveness – these, he claims, and not the more “sophisticated” emotions, all too frequently serve as the emotional backbone for video games.
The more subtle, social emotions such as love, empathy, joy, sadness, jealousy, anger and shame are frequently addressed in literature and cinema […] but are rarely successfully tackled by games.
But why is this the case? Well, consider the so called primitive emotions of fear, excitement, frustration and aggressiveness. The reason games are so good at instilling these emotions is because the act of playing a game, reacting often quickly and almost always skilfully in a competitive environment, will get these emotions going. But it’s easy to disagree with Cage and say that no, even simple games can make me feel love, joy, sadness, shame and anger. After a long battle I can come to love a certain weapon, or certain tactic. I can certainly feel joy over winning and sadness or shame over losing, and sometimes even anger towards an opponent or game mechanic.
But thinking like this misses his point. Cage’s “sophisticated” emotions are the social versions of love, empathy, joy, sadness, jealousy, anger and shame that you feel when interacting with other people, or in our case, fictional characters. They might activate the same area of the brain, but to Cage the latter are more worthy of our effort and attention because these distinct emotions are difficult to produce in people. That’s not to say that designing a fun game isn’t difficult. It’s just that making you feel joy over defeating Bowser is easy. Making you actually care that you saved the princess…well, isn’t.
What’s this? Justin Marks says that artfully story-entwined gameplay is what major titles are missing? A man after my own heart.
Well, “entwined” is the editor’s word. In fact, what Justin was getting at was not that “story” ( some separate object from “game”) should be entwined with it. That’s pretty much what he says people should stop doing. Instead, what he wants game designers to do is to “start thinking about the gameplay as the narrative itself”. Instead of seeing the story as something to be added to the game, we should see that it is the act of playing that delivers the story to us.
Justin talks about how going on a date in GTA IV while packing a rocket launcher doesn’t affect the story whatsoever. This bit of inanity is an extreme example of a gameplay mechanic being incoherent with the story that the game is trying to tell. This incoherent mechanic has a function in the game’s generated plot, mainly to introduce inanity into the potential narrative (whether the developers intended it or not). To refer to Barthes (again, two posts in a row..), every function, “to varying degrees, signifies [...] even when a detail seems irreducibly insignificant, refractory to any function, it will nonetheless ultimately have the meaning of absurdity or uselessness” (The Semiotic Challenge). What this mechanic in GTA IV does to its story-tacked-onto-a-game is highlight that the story is in fact just tacked onto the game. Very post-modern, but not exactly praise worthy. I think this concept of coherence ought to be central to the act of designing a game if you want it to actually tell a story in an interesting way. You could make something incoherent, sure, but it has to be on purpose and for a reason.
Coherence can be simple, like making sure accurate WWII weapons are available in a WWII shooter. Games are already really good at this kind of coherence. Where they often lack is in having aspects of the game that are coherent in such a way that they enhance the way the game’s story is told. A good example of this second kind of coherence can be found in BioShock. The relationship between the Little Sisters and the Big Daddies is an important part of BioShock‘s story. That this relationship is made evident through one of BioShock‘s core mechanics, one that players can’t avoid if they want to become strong enough to progress in the game, is a visceral way to demonstrate this relationship. Having the Big Daddy initiate the Little Sister’s entrance into and exit from the level (the Big Daddy will bang on the Little Sister’s tunnel to wake her and get her to come out, and will eventually lead her back to a tunnel, offering his body as a stepping stool so that she can climb back in), that the Big Daddy follows her around the level, and that you must kill the Little Sister’s protective Big Daddy in order to get to her at all, all coherently reinforce this story element.
All three are just simple rules in the game:
1) Little Sisters can’t enter or exit the level without a Big Daddy 2) Big Daddies will follow their Little Sisters around 3) The player can not interact with the Little Sister until her Big Daddy is deadBut since these rules are coherent in just the right way, they also reinforce and shape the way the game tells its story. Coherence is a powerful storytelling tool.
