Hjalmar Fryklund said:
Gethsemani said:
So basically, the problem I think is not as much with the fact that the writers wanted relatable characters. The problem is that they just don't know how to create relatable characters and mistake homogenity and lack of character for "blank slate".
I agree with the rest of your post (though I am unfamiliar with your examples), but I don't quite see what you are getting at in this particular segment. Could you please elaborate?
I'll try anyway.
First we must establish what makes a relatable character and that's probably the hard part. A relatable character is someone the audience can root for or identify with and that requires (generally) that they share something with the character, such as moral values, nationality or character traits. This is a really hard thing to do, especially if you are aiming for an international market, and if you set out to make a relatable character and fail you will most likely end up with people being disappointed with the main character.
Now, we know just as well as the writers in the gaming studios that games are an international hobby and that gamers world wide will have very different values, nationalities etc., not to mention social expectations (What I think of as a gentle and caring man, you might consider a weak man etc.). So, how do you they avoid the risk of alienating parts of the potential buyers?
By appealing to the common lowest denominator of course. In the wish-fulfillment, power fantasies that games usually are, that means you make a male protagonist that fulfills the current western ideals (since America/Western Europe are the big markets for games) of macho and masculine. What we end up with is characters that are astoundingly similar in how they look and behave, characters that not necesarily are very plausible within their respective universe (So the Locust overruns everything in their way and slaughters everything, to which Marcus Fenix responds: "Let's smash some bugs", nevermind that all organized opposition so far has failed terribly and all survivors horribly mutilated. Yeah...) but share the same excitement for action and violence as the player does. (I am not saying all gamers are violent, I am saying that if you play a game like CoD, GoW or similar you will, by necessity, enjoy the action found within the game, just like someone who plays bejewled enjoys the puzzle aspect of it).
So instead of creating more Adam Jensens or Geralts of Rivia, characters that require lots of good writing to pull off, it is simply easier (and more economical, most likely) to just have the writers create an action hero archtype who's only reason to exist is to act as a player vehicle. That way you can shift the focus from the story and how it affects the protagonist to the set piece battles and how the player overcomes them.
Now that I think about it, the problem is probably just as deeply rooted in gamers expectations of games... But I'll save that for a later post since I am already getting long-winded.