What makes a good video game character?

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Devoto

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Apr 15, 2009
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I personally start to like characters when

A) The game has a good way of telling me about them
and
B) When they can still surprise me after I think I know them

Good examples of A are the audio-diaries in Bioshock, the propaganda on TV contra the rumors amongst the rebels in Half Life, the wall writings in Portal, the prince's descriptions while you play in Prince Of Persia and the net of memories in Prototype.
Examples of it done badly would be Mass Effect (that logbook? Srsly?), Metal Gear Solid (cutsceeeeeeenes), Darkness (who? the what? when?) and finally Rainbow Six (terrorists schmerrorists)
 

Devoto

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Apr 15, 2009
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Also I'm still waiting for a game that fully covers Robert Jordan's Wheel Of Time. So many likeable characters, so many hateable, all of them GOOD characters. ^^
 

Freechoice

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Dec 6, 2010
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The best character is one the audience can empathize with. Sometimes that means not actually having a spoken line by the character. A good character designer will understand the significance of visual as well as audio and play to what is necessary to progress the character.
 

Frotality

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Oct 25, 2010
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you can absolutely have good characters be unlikeable; some of the best villains are designed to this (all villains are to some extent). the thing is, for likeable or unlikeable, the real trick of a good character is having them fufill their role in the story effectively and interestingly.

in most stories your supposed to root for the hero and want to defeat the villain, so designing the hero to be likeable and the villian to be unlikeable is the most logical way to go about that. of course, in more complex stories you would want the player to feel with much more variety towards the characters; a flawed hero makes him more human, and while being less likeable for it he becomes more understandable and relatable, for the most part improving the character. making a villain have some sympathetic qualities does the same, making them more 'human' and more interesting; if he draws paralells with the hero, it makes their inevitable confrontation all the more exciting to look forward to.

ultimately, what makes a good character depends very much on the story they are in. they have to feel a part of the story, a part of the setting, cultures, and rules of whatever universe the story takes place in. or they have to feel completely alien to that world; again, it depends on how you want to use them in the story. it also depends on the quality and nature of the story, and how effectively they fill whatever role you give them. so yeah, not so simple.

contrary to what most think, i think gordon freeman is a good character, because he isnt meant to be a character at all. he is perhaps the only proper use of a blank slate character, being as ineffectual and absent as possible so the player doesnt just immerse themselves in the role as most failed blank slate characters do, but the player actually just puts themselves in that role because gordon sure as hell isnt doing anything. a big reason of why that works is because you never, ever actually leave first-person, and mirrors dont seem to exist in city 17, so for all the player ever knows gordon and freeman are just the names you gave to your 2 fists, because thats all you ever see of him.

for the most part however, playable characters should definitely be their own characters; a fleshed out and believable character, for me at least, is alot easier to immerse myself in; gordon works because all he ever needs to do story wise is shoot stuff and much of the plot and interesting stuff is what goes on around him rather than what he does by himself; trying to work Mr. generic into an actual important role kills immersion more often than not.
 
Mar 25, 2011
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Terminate421 said:
Not being generic.

Nathan Drake is a fine example of what I hate about protagonists.

Visceral did it right with Isaac Clarke thankfully.....

And before anyone says it, Master Chief is not generic.
Yes, he is
 

Freechoice

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Robot n.o 9124791234 said:
Terminate421 said:
Not being generic.

Nathan Drake is a fine example of what I hate about protagonists.

Visceral did it right with Isaac Clarke thankfully.....

And before anyone says it, Master Chief is not generic.
Yes, he is
They're all generic.
 

Cheesus333

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Aug 20, 2008
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Blank slates can work really well in games, especially in Mass Effect and such, but if you're making a character with a personality of his or her own, it's important to make them likeable, imperfect and relatable.

Likeable because no-one wants to play as some whiny/arrogant/ignorant (etc.) dick they don't like. Example: John Marston is a straight-up cowboy who doesn't take shit from anyone. Simply put: he's a badass, and people like that.

Imperfect because if the character is completely without human flaws, they won't be believeable whatsoever and it will break immersion. Example: John is irritable, cocky and a shameless murderer. It doesn't mean we don't like him, but it gives him a human quality.

Relatable because the more players can sympathise with the goals and desires of the person they're controlling, the better the game experience will be. Example: John's goal is to free his wife and child from the cluthces of immoral G-Men. You don't even have to be a spouse or a parent to understand that.

Samus Aran is likeable, imperfect and relatable. She's likeable because she's fearless and incredibly skilled at what she does. She's flawed because she isolates herself and seems to have non-existent people skills [footnote]I haven't played Other M. I'm not going to[/footnote]. She's relatable because her quest involves killing evil aliens and mutagenic parasites. No-one likes evil aliens or mutagenic parasites.