Characters
are the driving force behind almost any form of media, and there’s no reason
that video games should be any different. The characters are the part of a game
that we remember best after the game has ended, they are what advertisers use
to attract new players, and are what brings us back to a franchise for sequels.
The reasoning and thought process behind the
character designs for a game are not all that different from –for example -
those of a film, but at the same time designers have to take into account how
those characters will be implemented within the game mechanics. Most of the same character devices that work
for film or even literature carry through well when converted into games, maybe
because characters are an aspect of gaming that is more closely tied to
storytelling than to game mechanics.
The most
common format for both games to follow a single character as the protagonist,
and usually the point of a game is to guide you through their experiences first
hand, with the player adopting that character’s role in the game world. The
game has to guide the player into making the actions that are necessary to
progress, without making it feel too forced. This is where strong characterization
can make a big impact to the overall enjoyment and immersion of a game, as it’s
a characters’ responsibility to guide the player into their role, whether that character is the protagonist, a mentor, a villain, or even the main
character’s romantic interest.
If this sounds
familiar, it’s because it the same formula that is used throughout films and
literature. The important difference with games, is that you can’t just assume
a passive role watching over the protagonist’s shoulder, you have to become
them to some degree. It’s no coincidence that the most often seen protagonist is young and male, since that
also describes the demographic of the main target audience, and the
similarities make it easier to relate to the main character.
It’s worth
acknowledging that not all video games follow this format. There are plenty strategy
games, such as Age of Empires or
rollercoaster tycoon, which don’t have characters in the typical sense, but
that doesn’t mean lessons about character design don’t apply, since game
devices are often personified.
If supporting
characters don’t play a purpose, they can easily feel superfluous, although in
stories where the player can make choices that affect the story there are
sometimes several potential characters for each role, giving the illusion of
choice without taking away necessary components to the story. That’s another
difference between watching the main character and putting the audience in the
man character’s shoes: in the former, the character’s personality in defined be
their actions, whereas in games; at least ones where you have choices, the
character’s personality (or at least the personality that the player projects
into the character) defines their actions.
If the game
forces you to take actions that don’t fit with how you interpret the character
– actions which you would not choose given circumstances, were you in their
shoes – it can be jarring if not handled convincingly enough. At the same time,
to establish a character as being an individual they have to make some choices
individual to the player, unless the game if giving you a blank slate, as often
see in open world RPGs. Generally games stick rigidly to one or the other:
either you are entirely free to mould your character, or you are playing as an
established character with no real control over their choices except on the
most basic gameplay level.
Although
better development tools can help populate a world, and improvements in AI can
make organic beings more convincing, actually giving those creations character
remains a very organic process. After all, you can’t procedurally generate voce
acting or stories – Bethesda may have has managed to produce randomly generated
fetch quests that aren’t too intrusive, but they only make up a small proportion
of Skyrim’s quests, and they don’t contribute anything to characterization that
hasn’t already by predetermined my the game designers.
The other
aspects of games, such as game mechanics or puzzles can, if used correctly,
allow characters that would otherwise seem excessively stereotyped. A small cast
of well developed characters are often enough to make players overlook one
dimensional enemies and minor characters.
It should be
fairly obvious that the technical capabilities of graphics have little to do
with creating lovable, wee known characters; many of the long running
characters we are familiar with predate even 3D graphics, and have their
origins in low resolution sprites. In some ways this was an advantage, as the
limitations forced them to design characters who were recognisable and readable
at such a low resolution. Take Mario, for example the basic character design is
the same whether it’s rendered as an 8-bit sprite of a fully 3D one, but the
colourful, simple design works. Video games thrive on IP and memorable
characters, and therefore it’s important that characters are distinctive and
memorable. There’s a whole list of characters from games I’ve never played, who
I would nonetheless recognise instantly.
Certainly
some characters have evolved visually from their original appearance, but I
suspect that in many cases the designers wanted the characters to be more
detailed originally, but were limited by what the technology at the time
allowed to be displayed on screen, and that changes are simply the original
idea being fully realised.
That’s not
to say realistic graphics don’t have their place. While the qualities of
realtime graphics are not quite to the point of having characters who are indistinguishable
for real people, we’re getting closer and closer. There’s a lot more than the
character models themselves that go into making a character look real, and
character animation, collision and physics engines are all things that help
create a convincing imitation of life, but to reiterate: creating convincing
characters is all about how these tools are used, they won’t be any help if
game artist don’t make full use of the tools available. If games can include
characters so realistic, we can effortlessly forget that they’re not real,
imagine what that could do for immersion.
Bringing in well-known
actors to voice characters in games is often used to pull in buyers in the same
way of casting for films. I’ve never actually recognised a character’s voice
actor while playing, but I suspect it could break the immersion a bit. That
said, quality of voice acting is another one of those key things that you
seldom notice unless it’s done badly, but when it is done badly it can
undermine any other depth a character has because an annoying voice is hard to
ignore. Bringing in people who know what they’re doing can only be a step in
the right direction.
As with any
media there is compromise. Apart from the technical limitations of real time there
are also practicalities. A character who is being stealthy would logically be
wearing something that lets them blend into the environment, but having a
character that can’t be seen doesn’t make good gameplay. The compromise is to
give them some sort of tell – a distinctive silhouette maybe, or perhaps
conspicuously reflective goggles.
As the
quality of visuals starts to reach its peak, and graphical fidelity ceases to
be the main selling point behind new titles, hopefully in the next few years we
will see other aspects of game design come into the spotlight. I personally
hope to see a larger emphasis on quality of animation, and interaction between characters
and the environment. Seeing characters sliding around or hovering off the edge
of steps is, at the moment, the biggest immersion breaker to me after bugs.
Maybe better tools for character/environment interaction will come be built
into game engines, so that more can be done in the time allocated. We’re
starting to see a larger variety of character animations for gesturing and
idling, but there’s still a long way to go.
It would
also be nice to see even more depth in terms of dialogue, but that’s something
that is very much dependant on time. However, if characterisation becomes a
larger part of what makes games sell, maybe there’ll be more focus on it in
future. Is it is, improvement is only a matter of polishing what’s already
there: there have already been many great characters in games. Hopefully there
will be many more, but only time will tell.