Character: The Next Great Gaming Frontier?


4/24/2009 6:36 PM | 5 Comments | Page 1 of 3

Chris Buecheler
Chris Buecheler
Status: Muthaaaaa ... tell your children not to WALK MY WAY-HUH!
Character: The Next Great Gaming Frontier
If you need anything, I'll be walking around the town in a circle, taking breaks to sleep, until the end of time.
Recent releases like Gears of War 2 and Killzone 2 have offered gamers visual fidelity of unparalleled quality. For over a decade, improving visuals has been the focal point of development in gaming, and titles have advanced by great leaps during that time. We've also improved the audio in our games, and arguably even moved into telling deeper, more interesting stories. Text-adventure advocates may disagree with that last point, but certainly we expect a great deal more story from today's mass-market titles, such as Gears of War, than we did of titles like Bubble Bomb or DOOM.

Unfortunately, the characters that populate our games seem to have been lost in the shuffle. One could easily argue that modern gaming characters are shallower and less compelling than their ancestors, some of whom had great reams of text-driven dialogue to spout. Even in a Game of the Year-quality title like Fallout 3, we're still presented with primary story characters about whom we know virtually nothing, and with whom we have a hard time forming compelling, coherent relationships.

What makes a game character compelling? How can modern games improve in their efforts at presenting players with characters whose complexities come even close to equaling the rendering marvels of which those same games are capable? Before we proceed with answering those questions, let's define what we're talking about when we use the term "compelling" in the first place. Many people out there -- most of them men -- find big boobs in a tight shirt pretty compelling. So, too, do many people out there -- again, most of them men -- find thick-necked bad-asses with huge guns pretty compelling. Let's face it: if you paired Marcus Fenix up with a voluptuous, leather-clad female cohort and sent them off on an epic battle against the forces of evil -- broken up, perhaps, by a Mass Effect-style sex scene or two -- a whole lot of gamers would find that highly compelling.

Character: The Next Great Gaming Frontier
Like a vacation to Hawaii, only with more gunfire.
The question, though, is whether that means the characters themselves are compelling, or whether the simple archetypes they represent, in combination with the gameplay itself, are what keep gamers interested. I don't think it's a stretch to say that the latter is likely the truth. The most interesting thing about Fenix is that he's voiced by the same guy who played Bender in "Futurama," and most female characters, while often nubile and under-clothed, are about as deep as a puddle on a hot day. These, then, are not who we're looking for in our search for compelling characters in our games.

Let us ponder instead one of the most celebrated characters in modern gaming history: Alyx Vance. In Half-Life 2 and its subsequent episodes, we see Vance go through a range of human emotions. We see her angry, and we see her terrified. We see her elated, and we see her in the blackest depths of grief. We see her hurt and vulnerable, healed, shaken, on the attack, invulnerable (quite literally), amused, threatened, embarrassed. We see her infatuated and perhaps beginning to fall in love with the main character of the series, Gordon Freeman, better known as you, the gamer ... a fact that has been observed before, and with a cynical eye, by other writers. Regardless of one's opinion on manipulating the player's heartstrings, it's hard to think of a videogame character that goes through more emotional and mental states than Vance does. Whatever it is that Vance may be, she is most certainly not Lara Croft. What she is instead is a rare and beautiful thing in the world of gaming: a character with some depth.

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Comments

  • ShakeyLo
    ShakeyLo

    5/5/2009 9:49:27 AM

    Great article - I think this is one of the things Far Cry 2 achieved. Though the characters were generally poorly acted and had an extremely barebones "character background" - which is to say, they had little in the way of pre-scripting - the reaction and interaction between the player and the other characters is what sold them. You would actually develop relationships with other characters through gameplay events that are not pre-scripted but are built into the game system. For example, one of your buddies will always come and save you when you die, in a game mechanic not dissimilar to BioShock's Vita Chambers. However once one particular buddy saves you multiple times, and you fight alongside them and complete missions with them enough times, you start to feel a relationship or even loyalty with them. The relevant factor though is that the buddies that appear in your game are chosen randomly, they are not prescripted into the narrative, and a player's actions in the game will cause different buddies to rise and fall in importance to the narrative. So it is through the game system, through reaction and interaction, and through the player's own empathy and anthropomorphism of the AIs, that these characters and relationships are built. In the future this technique could be further developed by giving each AI a personality matrix ala The Sims which causes them to react to events in a way that still defines themselves as a character without being pre-scripted by a writer.

    Reply »
  • togmkn
    togmkn

    4/27/2009 1:14:45 AM

    I've always thought that the character you played as in Morrowind (the Elder Scrolls game before Oblivion) had a fairly deep personality.

    In Oblivion, any time you could choose what you wanted to say, it was just a simple subject-predicate sentence. All of your journal entries read: "So-and-so wants me to do something. I should try looking in Some Giant Cave." I suppose they tried to make your character a blank slate so that the journal wouldn't contradict what the role-players were pretending to be.

    In Morrowind, though, reading your character's journal showed that you were pretty sharp but not always sure of yourself and overwhelmed by your situation.

    I really liked Morrowind's style better. It seemed like you were writing a book as you were playing it.

    Great article, by the way! It'll be really exciting when games can have dynamic characters that are affected by what the player does. (And I don't just mean like/dislike point system.)

    Reply »
  • CaptainHomeless

    4/26/2009 5:02:34 PM

    @MikeBBetts:

    While I don't disagree that there's some decent writing happening in videogames, the point I'm trying to make is that these experiences are basically all scripted. The most interesting and exciting thing about videogames is that they can go far beyond the sort of character experience we can get from a movie, or even from a book. Having decent dialog and plotting in cinematics or in-game scripted sequences is certainly important, but in the long run far less compelling than it would be if, each time you played the game, characters were able to change, grow, and react based on your actions, the actions of other NPC's, and their surroundings.

    We can do a lot better than just simulating movies. :)

    Reply »
  • CG-Prophet

    4/25/2009 2:28:02 AM

    This article ties in nicely to the Bioware piece. Improving character interaction in video games will have a positive effect on storytelling.

    I do think that games like L4D are laying the groundwork when it comes to this stuff.

    Reply »
  • MikeBBetts
    MikeBBetts

    4/25/2009 1:44:04 AM

    I might suggest you're just looking in the wrong places. Reactive AI partners might be far away, but many characters in Assault on Dark Athena, for example, are enormously compelling. I could have watched Dacher act all day. I've also had the same reaction, believe it or not, to a few characters in Heavenly Sword (a game which is slowly convincing me that anti-Japan critics are also looking in the wrong place).

    Of course, there's a difference between a character who is written and acted well in cut-scenes, and a character who acts like a real person during gameplay. Even so, the former can keep me enthralled with a game for a long time (see any Blizzard game pre-WoW).

    Reply »

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