On Making Videogame Heroes, Villains Realistic 79
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"?
Video gaming's sorta like moviemaking. (Score:5, Insightful)
Re:Video gaming's sorta like moviemaking. (Score:5, Insightful)
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.
Re:Video gaming's sorta like moviemaking. (Score:2, Insightful)
When it comes to character development, it doesn't always have to occur in a cut scene. For instance, in Max Payne, Max thinks about what's going on while you are walking through a building, or shoot-dod
Re:Video gaming's sorta like moviemaking. (Score:4, Interesting)
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.
Re:Video gaming's sorta like moviemaking. (Score:2)
Re:Video gaming's sorta like moviemaking. (Score:2, Insightful)
Furthermore, Starcraft was released years ago and people still love playing it. Those four hours it took to learn how to build everything is just a dro
Re:Video gaming's sorta like moviemaking. (Score:3, Interesting)
in truly immersive(from story point of view) game there's no cutscenes, you're 'playing' the game all the time, not solving a puzzle after another to see some video clips(wing commanders being prime example of play a mission, watch a cutscene genre).
if the cutscenes are worth watching then they're ok. but the good thing about that is that the game can still be good even if the
Re:Video gaming's sorta like moviemaking. (Score:3, Interesting)
Ever look into the stunning array of Japanese arcade/console games that feature what amounts to soft porn? Or how about anal intrusion [syberpunk.com] as an entire *game*?
Re:Video gaming's sorta like moviemaking. (Score:2)
and actually some of the games with explicit japanese nude drawings are pretty good gameplay wise(usually they have multiple plotlines too so you have to play them through like 20+ times before having opened everything, if you could combine that with western adventure games then you would be onto something brilliant).
Re:Video gaming's sorta like moviemaking. (Score:5, Interesting)
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.
Marathon did a number of things right (Score:4, Insightful)
Marathon made a number of very subtle, minor allusions, clues to figuring out the full story. It did not come out and simply say "Durandal is a bad computer who is insane. You need to work with him." or something like that. It let you discover the plot as you went through tidbits dropped. You couldn't just read the story by going through the terminals and appending one to another -- each is a non-chronologically sequential piece of information that generally fits into the story somehow. It's quite Myth-like, though with a far more complex story.
Marathon's plot is very deep for such a subtle one -- there are a *phenomenal* number of references to literature, history, mythology, contemporary weapons technology, psychology, etc, that you need to look up to understand fine points of what the authors were getting at. You might find yourself reading a news article on the sociology of a Martian political group that gives some insight into the background of what happend and the reason things occurred. Because it took such expertise to figure the story out, it spawned a vast number of (sometimes occasional) players who wrote interesting analyses from their own area of expertise to help the community figure out what Bungie had written.
Even better, you didn't *have* to pay attention to the story if you didn't want to. You weren't forced to rely on the story much to figure out what to do in the game. You could play Marathon as a straight action game if you wanted to, and weren't interested in the story, but if you wanted to get into the story, it was appealing and there. This made the game appealing to a broad audience.
If I could choose two more elements, probably less important, that made Marathon good, it would be darkness and plausibility.
The Marathon comments were frequently very dark (a trend that progressed as the series continued). They referred to deaths and killings quite seriously. They referenced massacres and insanity, and not in a offhandish way in the least. They also did not generally say "someone is insane" -- they let you figure it out for yourself, by reading their thoughts or what happened. One of the darkest is the infamous Gheritt White [mac-boy.com] terminal. This is one of the darkest and most disturbing texts that I think I've ever read in a video game -- much more intimidating than the short and violence-glorifying snippits in Postal. That single terminal alone spawned *vast* amounts of discussion and analysis [bungie.org]. When elements in Marathon II and Infinity (like the pocketknife/broadsword terminal) start their own story threads that start out reasonable and get darker, you can really feel a kind of shocked surprise. If you're playing by yourself, late at night and in the dark, (and have just survived creeping through dark hallways with silent things drifting down them and around corners and out of the darkness) your words are probably much like mine -- "Oh, *man*". The only games that I think have competed with Marathon in terms of slowly, horrifyingly uncovering what happened are adventure games -- like Myth -- and I've yet to see an adventure game with the subtlety of Marathon.
Marathon is also plausible. There were, to be fair, errors. However, Marathon's story underwent the most extensive analysis I've ever seen a story undergo. I doubt that books undergo such work, especially given the size of the crowd looking for errors. Like Snow Crash, much of the computer technology in the series is at least acceptably plausible. Real terms are used, references to current technologies are used. It means that programmers don't have to constantly wince when playing the game, which is truly wonderful and unusual for a st
Re:Marathon did a number of things right (Score:2)
Video gaming is not like moviemaking (Score:4, Insightful)
I think there is a key distinction that needs to be made... Character development does not necessarily equal cut scenes. Lunar had an awesome bit of character development at the end of the game where the player came across (the evil nemesis) Ghaleon's fairy garden. These fairies all thought their caretaker was the kindest man they had ever met, and was blissfully unaware of his dark ambition to rule the world. That didn't happen as a cut scene, that happened at a much needed heal-and-save rest stop. In the following game, Ghaleon joins your party for a short time, sacrificing his temporary reprieve from death to save the world he wanted to rule.
There are other examples, of course. When a key figure either defends / attacks a boss enemy, lurks in the trees following your character, etc. Hockey Mask guy (Rick) from Splatterhouse killed his own girlfriend, then went insane and jumped into the house's womb.
Most characters are tacked onto a game design... praying by ye-gods scroll boss then doing something original in the cut scenes. But they work much better when it is integrated into the gameplay. You could have Kain go into a lengthy diatribe against God and Able, and kill his brother in a cut scene, but you and your players would be better served if they were allowed to play a level as Kain fighting through an insane heaven / earth mishmash in his quixotic quest to dethrone an evil god. Perhaps the evil female love interest in the game takes good care of her mentally disabled brother (who helps her out in the fight), or the evil overlord's last words are to implore you to take care of his children (whom you kill in the next room). These things build original characters in a timely fashion that can be integrated into gameplay better than a 5 minute diatribe about their childhood. Want to show someone was abused? Give them a limp. Want to humanize the giant monster destroying Tokyo? Give them a Pukka charm bangle.
And if you want to flesh out a character's backstory in a cut scene... Don't. Think about your idea again and redo it in-game.
Game-dependent? (Score:5, Insightful)
CBFD (Score:5, 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.
Re:CBFD (Score:2)
he lost his girlfriend, but then gets out of the final jam by breaking the fourth wall and promising not to report the game designer's bug if he gets saved. Afterwards, he realized he chould've and should've asked for the girl to be brought back as well.
Admitedly, that's darker than some endings, but I don't think it's all that deep. (I guess I forgot the post-credits return to the bar for whisky) And it definately doesn't make up for the poor writing and bad delivery that le
Re:CBFD (Score:1)
Evil does not think itself evil (Score:5, Insightful)
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.
Funny... (Score:5, Insightful)
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).
Re:Funny... (Score:5, Insightful)
"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.
Re:Funny... (Score:5, Interesting)
Re:Funny... (Score:2)
But my point was more along the lines of, when it was shown that Saruman was unquestionably a Bad Guy, Tolkien never characterized him as misunderstood.
Saruman wanted to let war and industry advance at the expense of purity, friendship and nature. Tolkien pulled no punches in staunchly characterizing war and industry as pure Evil.
Saruman knew Fangorn forest t
Re:Funny... (Score:2)
Re:Funny... (Score:2)
Re:Funny... (Score:2)
Evil does not NORMALLY think of itself as evil (Score:2)
Re:Evil does not NORMALLY think of itself as evil (Score:2)
Re:Evil does not think itself evil (Score:1)
Please, no "realistic"! (Score:1, Funny)
Deus Ex: Invisible War (Score:5, Informative)
Good examples (Score:4, Interesting)
KotOR as a good example (Score:5, Insightful)
Re:KotOR as a good example (Score:2)
Re:Good examples (Score:2)
The idea of much of the content in Max Payne is to build up a stereotypical character from film noir/comic books. It's not unenjoyable, just that it shouldn't be confused with being all that sophisticated.
The reason we see Max Payne as "fairly good" is that most video games are "fairly bad" when it comes to characters.
Re:Good examples (Score:1)
Portrayal rather than nature (Score:2)
Games that indicate a character is evil by simply making them have some dastardly scheme to nuke the world, or by showing them killing innocent people and laughing, are just being lazy. The same goes for hereos and good characters.
So, in a game like Baldur's Gate II, I think it's fair to say that Minsk is basically a 100% good guy - but he has an interesting character so it works wel
Reminds me of an Interview (Score:5, Interesting)
"'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.
Planescape:Torment (Score:5, Interesting)
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.
Re:Planescape:Torment (Score:1)
Of course they're evil... (Score:3, Insightful)
But when your job is to shoot everything that moves, there's a lot to be said for "because they're evil" as a motivating factor. Mind you, I'm normally prepared to settle for "because you'll get a high score". Its why so many classic shmups involve Aliens; there isn't as much need to question why they need shooting, as they are just "the baddies". Intense moral dilemmas have their place, but vertical scrollers aren't it.
Re:Of course they're evil... (Score:3, Interesting)
Steal from the TV multi-episode industry (Score:3, Insightful)
Remember that lots of people
Speaking of Sephiroth... (Score:1)
Then again, I think when they reach FFXX, the would should blow up after you save it.
But this discussion brings to mind what most game discussions do - the most important factor of a game is that it's fun. If it's got terrible graphics, no plot or development, or any other lesser quality, who cares? If you
MOD PARENT DOWN - parent is a dirty racist (Score:1, Flamebait)
Shades of grey (Score:5, Interesting)
--Stephen
Re:Shades of grey (Score:2)
Like Good Books (Score:5, Insightful)
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.
Good and Evil are relative... (Score:1)
Re:Good and Evil are relative... (Score:2)
The metric that video game plots and characters are judged by is wildly generous when compared to, say, movie equivalents. I hear people all the time saying that "Final Fantasy games have good plots" or "Final Fantasy games have good characters". Well, dammit, Final Fantasy really, really sucks in *both* areas compared to a good movie.
Some of that is because lots of games are intended to be played by children, and game authors (Nintendo produces a lot of these) find that it's easier to present fo
Why do you need "Gray" (Score:4, Insightful)
Of course it depends on the story you are trying to tell, but if you watch most movies you will see "pure good and evil" in the characters. Why? That makes them more compelling. Take for instance, Darth Vader. Ultimate badguy, down to the outfit. If he were a "shade of gray" through the movies then his turn at the end of Return of the Jedi wouldn't have been as piviotal as it was. (It turns out now, with the prequals they are showing his "grayness").
Ultimate "Bad Guys" and "Good Guys" are more compelling because you don't see them in the real world. Even Ultimate good guys have their flaws, and ultimate "Bad Guys" usually don't believe they are bad in real life.
In the end, as a gamer I don't care what NPC's are like, they should be whatever the storyline dictates they should be. The "Ultimate bad guy" is a bit cliched, but it's still fun. I'm more worried about what I can do. If I start acting evil, I'd like to see NPC's react differently because of that behavior.
Gray would make the game compelling (Score:1)
Last Zelda wasn't bad (Score:2, Interesting)
Thanks for the spoiler warning (Score:2, Interesting)
Re:Thanks for the spoiler warning (Score:1)
Seems clear to me... (Score:2)
Bah! (Score:4, Funny)
My deity tells me good from evil:
Actually, now that I think about it, my deity is more interested in what is wrong then what is right...
[0] I don't care what the spoilers say -- chaotic characters summoning demon lords is a VERY BAD THING, and is a sign that the chaotic gods still think its evil, but want to give you just enough rope to punish yourself.
Characters (Score:2)
Most RPG baddies are motivated by a search for power. Now what they would do with this power is up in the air. Would they be evil? Yeah, most of the time. However, they might not see it that way. They may see themselves on some sort of divine quest, or that they're preserving society. And yes, there are the true crazies.
Off-hand...
FFX, Seymour was after power, he wanted to
See also... (Score:1)
Games/Books/Movies I enjoy the most ... (Score:3, Insightful)
To me these are the fascinating stories that compel me to continue reading/watching, unfortantely I can think of no games that transfer this notion over and quite possibly it's not indicative of the medium but mono-shade characters are boring. They do not force me to contemplate the nature of the character and understand who they are and why they do what they do. I've always been fascinated by what makes us human, and what constitutes humanity. Are we merely the sum of our parts or is there a greater unseen entity that influences who and what we are. These characters offer an opportunity to explore the intricacies of human nature and I believe to come to a better understanding of who we are.
That being said, the unfortante truth is I do not believe the majority of video game players agree with me, a game of this nature would be slow to develop and focused on story and not flashy effects. There's nothing wrong with this, I often play games such as FFX-2 just to see the cut scenes and where the story goes even if the characters do not interest me. But I would love a game that delved into the plight of an average individual struggling to survive, something that stimulated me intellectually and forced me to take a look at what makes us all human. If any one can think of a game like this, please respond with the title.
Grey Areas before? (Score:1)
At least 1 bad guy (Score:1)
What about... (Score:1)