The film There Will Be Blood is about many things. The Oil Boom of the late 1900's, the dissection of the birth of Evangelicalism, and the examination of a father and son's relationship are all covered in the film, but without a doubt, the film is truly about Daniel Plainview. Portrayed in the movie by Daniel Day-Lewis (who won an Oscar for the role), Plainview is an extremely conflicted character. He is at both times charming and reviling, pitiful and shrewd, distant and relatable. You watch the character grow, and through his actions become invested in him, and by virtue, the film itself. And even when he commits a horrifying, brutal act at the film's close, you do not necessarily feel anger, remorse, or disgust, but a combination of many different emotions that cannot be fully dissected until well after the film is over and you are sitting in a coffee shop with your friends discussing it.
Character development is an absolute necessity to the art of storytelling. You'll find it in some facet in every form of literature, from See Spot Run to a biography about Abraham Lincoln. Even entertainment that is considered less than highbrow usually features some sort of development. Consider a film like Role Models. It's a pretty generic comedy, but there are full character arcs that are closed by the film's end, even if it's completely cliched (guy who is a jerk and hates kids becomes nice and likes kids). If both your average summer comedy and children's storybook can feature some semblance of a character arc, why is it so hard for videogames to do the same?
Character development in videogames is usually limited to 1.) the appearance of the character, and 2.) arbitrary story beats that seal the deal in defining what the appearance has already sketched out. Take Gears of War. There are monsters that live under the planet's surface. They look like monsters, they kill people. Easy enough. There is some limited backstory in a vague voiceover from a "queen" of some sort, but development is pretty limited in terms of motivation for what stand as the "bad guys". Ironically, the heroes don't come much better. The main character, Marcus Fenix, is a guy in jail who did something that put him in jail, and now he's out of jail and wearing armor and fighting the underground monsters. He has a buddy who is looking for his wife. If you haven't played the games, you can probably already guess the outcome of all of this without too much trouble, especially if you've ever seen a Michael Bay movie.
Gears of War is fish in a barrel, you say? Well, when you step back, it's actually more akin to par-for-course of many of the most popular titles of today. What is Master Chief's character arc in the three Halo games? He's fighting the Covenant. Why? Because that's what Master Chief's do, apparently. I know, I know. Action games are action games. So, I'll switch it up. What about Street Fighter? Off topic, too? Shouldn't be. Ryu goes around for four games fighting countless people because... well, essentially because that's what he does. Some people work at Burger King, Ryu beats people up and moves on. Surely some sort of real character development can be squeezed in there somewhere. Surely there's got to some context to this?
I'm sure there will be a lot of "Well, what do you expect? It's a fighting game". Sure, so was Ong Bak or Kung Fu Hustle, technically speaking. But those movies had character arcs all their own. We understood why the characters were doing what they were doing, and why it mattered to both them, and us as the audience. We identified with the heroes, not because they 'looked cool', or because we were supposed to, but because we got to know them.
What about games where story is king? Let's crack open that old chestnut, Final Fantasy VII. Sephiroth has a semi-decent arc. He was technically a good guy, that found out much of his past was not what he thought it was, and then goes on a rampage. Okay, we're good so far. It's pretty basic, but it works as a skeleton. It's not really until he takes the jump from personal revenge to "I'm going to destroy the whole world" that it sort of comes off the rails. Why is he seeking to do this? What benefit does he have? Bitterness carries a long way, but I never felt like I understood why the character would make that kind of jump in scope. He was crazy? Well, that's very convenient in terms of wrapping it up, but I guess it will do.
To those that would say that Final Fantasy fits a very traditional Japanese storytelling style and character development is limited to that method, well, you would be correct, but not correct in terms of justification for hollow character arcs. The Metal Gear Solid series is unquestionably Japanese (and often that lovely sort of Batshit Japanese), but it still manages to tell a full story across four games that actually features character development. In each sequel, the series did a great job of telling us new things about characters we had already known. That is the very definition of serial character development. You play through two games knowing that Big Boss was The Bad Guy, and by the close of the third game, you find yourself hard-pressed to hold that to be true. By the end of the fourth game, your opinions of every character you have spent nearly ten years with may be completely different from when you saw the credits at the end of the first.
Games are unique in that they have the benefit of time and interactivity to develop characters. People complain about eight hour games, but consider that Apocolypse Now, Dr. Strangelove, or the aforementioned There Will Be Blood use a fraction of that time to tell a story that feature full arcs for multiple characters. Eight hours should be plenty of time to explore the depths of a character, and have that actually mean something by the end. Not only that, but you are the character. You are the one steering the story. By that very nature you are already invested, because these things are happening to you. Not even Citizen Kane cane lay claim to that. That puts the foot in the door already. Lazy design or corporate bullshit tend to be responsible for slamming it shut, toes and all.
Some games have taken advantage of the medium to do character development right. Psychonauts is a prime example of this. Take an interactive experience, and make the levels you inhabit character development unto itself. Brilliant. Perfect. Half-Life 2 presents character development through conversation, facial animation, and clever writing. Gordon Freemen is a unique exception to the rule in that he is almost featureless in terms of character development, thereby allowing you to craft the fabric of the fiction yourself. If your heart jumps to your throat when Alyx becomes injured, it's because of good design choices on part of Valve, and your own actions. Even so, the prospect of Episode 3 worries me. Will this type of storytelling build to a satisfying, character-based conclusion, or will we fall into those tired standbys that seem to plague the industry? God forbid we end up with the G-Man turning into a tentacled Endboss. Bonus, if there's a time limit.
In closing, we have production values that rival Hollywood, artists of the finest caliber, technology that evolves on a seemingly yearly basis... but it sometimes feels like we are missing the most important part of storytelling; heart. Sadly, we seem trapped in an industry that mistakes "polygon" as the sole definition of "three-dimensional".
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post script: People are probably going to take the See Spot Run comment out of context. A) it's supposed to be a joke, B) even the most simple of children's moral tales features some aspect of character development (character has A type personality at start, something happens, character learns lesson, becomes B type personality). Compare that to say, the wealth of development in Timshift.
Hollywood too seems to have a problem with story telling... and most movies can easily fall into the same well worn treads of movies that came before them.
In some ways games have an opportunity to do storytelling in an entirely new way... and while Half-Life and Portal touched on this by allowing us to "be" the person, or while open world games allow us to explore stores in our own way, it's good to see that experimentation continues with games like Heavy Rain or even the upcoming Splinter Cell game where apparently they are utilizing a variety of storytelling techniques ingame to maintain the immersion.
You want character design? Play Final Fantasy IX.
But no, really, You shot a lot more fish in barrels other than gears of war. You picked on a fighting game not having story, then compared it to movies. Ignoring the fact that most good kung fu movies have deliciouslyterrible plots, it's just unfair to compare an age old form of media with a relatively new one. Fighting games are good at what they do (mechanics and so forth), and work as well as they can with what they have as far as plot.
Also, Picking on Final Fantasy VII and pretending that this point hasn't been argued and argued for years? Anyone who says FFVII isn't shallow is either a fanboy or is wearing retro goggles.
But don't say that character development is not to be found in video games. I will end this on a positive note and suggest a couple of titles to you. Suikoden III has very good character development and tells it's story by breaking it up into 3 unrelated storylines that eventually emerge. Great game. Shadowhearts: Covenant is another good one. Here is an article about it written by a good friend of mine.
One day there will be a game with character development as good as There Will Be Blood. It might take us 20 years or so, but we'll get there. I love that you cited that movie as an example, because I can't think of a single movie that draws a more firmly delineated character. Daniel Plainview EXISTS and that movie dragged him into life.
I think game designers have made a huge mistake.
Ahehehe, catch it, catch it? No?
*sigh*
The day an Eastern studio makes a Devil May Cry-esque game with a character that rivals Daniel Plainview I will sell everything I have except the console it was made on and that game, and just retire, to play it.
@Analoge;
Never said character development is not in games. Even in popular games. Even Grand Theft Auto 4 succeeded to some extent at that.
As for the Fighting Games thing... why can't there be character development? The fact that you imply that it's impossible is indicative of the larger problem in the industry. Also, yes, I compared it to movies. That's the point. If you didn't notice, I opened with a paragraph about There Will Be Blood.
Also... shooting fish in a barrel? Yes, I even called myself on that. But look at what games I mentioned. Some of the best selling games of all time... zero character development. Maybe it's my fault for not spelling it out better, but that was also intentional.
Also, NuUKKA JDAV gets secret bonus point for Gobquote.
I imagine that the main problem is that creating a character like Daniel Plainview requires an incredible amount of thought and effort, and for most developers, the return just isn't worth it.
For a player like myself, though, I'd buy the shit out of that game. I know we'll get there someday, and I do think we're well on our way.
The problem in knowing your Genre.
Would people really care if you had character development in a game like Street Fighter?
Would people REALLY care?
@DAXELMAN:
I would. You might not. If it's possible, why not do it? Because it is possible, which is my point. I think it's a sign of laziness on the developers. More maybe it's just the industry as a whole isn't ready for that. Whatever the case, why cut something out that could possibly add to the experience?
Look, does Half-Life need a great story to make it a great game? No. Does having a great story with great, deep characters make it a better game than it would have been without them? Without a doubt. While a competent game on its own, people don't necessarily talk about the gunplay when they talk about Half-Life.
Can't believe no-one has done it yet, so I guess I'll have to.
"I drink your lobster milkshake."
@Daxelman: Welcome to the Minority. It's very small in here.
If I made games, I wouldn't waste time, money and effort on something that most if not all of my buyers won't be interested in in the first place, because it's a waste of time, money and effort, that could be put to use making the game part game better.
Trust me, I'd like character development and rich story aspects as much as the next guy, but when your game doesn't really scream-like-hell for it, I'd rather you just not have it, unless you have Quentin Tarantino clones working for you.
Do I care and think bad of Killzone 2 if it has no (relevant) character development, what so ever? No, the characters themselves are so one sided and crappy (excluding Garza, he's awesome), I don't care for the characters themselves, and that's damn fine to me.
Would I think of Killzone 2 better if it had excellent characters and character development? No, because I'm still fucking scratching my head as to why the decided to do this and that with the controls that (although I've gotten used to them) don't feel right at all.
And why Spawn Grenades are so fucking broken.
And I swear to Allah, Buddah, Chuck Norris, Cthulhu, Queen Elizabeth II, and Quetzalcoatl I wouldn't have lasted in Half Life it wasn't for the story.
@Daxelman;
Even with the control issues, would you consider Killzone 2 a better game if it had story/character development that was on caliber with Half-Life? Probably. I mean, I think we've all played a game that's not quite great because something about it kept us going.
As for money/time/effort, take Uncharted. Nathan Drake is funny, relatable, and has a true sense of personality. Uncharted itself was a decent enough game, but when you talk to people about that game, or read reviews of it, the bottom line always seems to come down to the characters. That was one of Naughty Dog's chief goals in creating the game. And it paid off. Hopefully the sequel has tighter control, and a bit more scope, but it's going to be a day-one purchase for me because I like Nathan Drake.
Alternatively, a game like Resistence, for all the bells and whistles, technical wonder, and top-notch control QA, is about as interesting as dried mud. Similar budget realm, vastly different outcome.
And I don't think I'm in the minority in wanting more interesting characters. I think what's happened is the same thing that exists in so much of the video game industry; there is an acceptable status quo. If we had more teams like Naughty Dog or DoubleFine in the gaming industry, I wouldn't have even written this blog because it would have been expected that these things would already be present in the game.
Think about this; how many movie reviews have you read about big summer action flicks that have been marked with the "like a video game" brand? These movies usually feature absolutely zero character development, have generic plots, and feature a lot of things blowing up. People read a review for Death Race and get all angry that it's compared to video games in a negative way. Well, isn't it the fault of the video game industry for perpetuating that stereotype? Because unless that changes, we're never going to get that elusive "Citizen Kane of video games".
The thing is, and I'm pretty sure I said this somewhere else, is that I don't think every game needs great character development, like how not every movie needs it either. Sure, more games can use characters we care about but I'd rather not have every single game try to get us to care and fail at it.
I don't think games need a story to really excel. Look at all of the classics before cutscenes became the norm. And then stuff like Mario Galaxy. Would a narrative and developing characters help? Maybe. But it's not necessary, at least in my eyes.
I keep seeing Citizen Kane thrown around, and I still haven't tried to see it. I don't have much interest in it. =\
@SuitCoatAvenger: I already answered that question, it was no.
Like I said, know you're genre, know what kind of game your making. And focus on that. A fighting game doesn't need a story for fucks sakes, much less character development for characters who's move sets and combo's we only care about.
A game like Resistance is very interesting, because all the bells and whistles, technical wonder, and top-notch control (especially top notch control), and to the fun of it. The story can take a walk in on the moon without oxygen, the overall digital-physical world of Resistance makes it more interesting than any "Half Life" caliber character development or story. I could have walked into Resistance without an inkling of story, and I would have kept playing.
Maybe we should stop comparing video games to movies and vice versa, maybe the respective mediums should stay and argue within themselves about which is better in their own respective parties, and then maybe we can get more unique and fun crap out of both mediums than stuff that's trying to live up to the expectations of the other group, only to be shot down and told, "that's nothing like what we've got".
I think the point is that SuitCoatAvenger is one of those people (like myself) who wishes to see the video game medium (that has so much potential) become more of a form of art than a form of craft. There's nothing necessarily wrong with games that exist solely to be enjoyed like masturbation, but it's a little upsetting when most of the games getting pumped out don't try to be something more.
I think the video game medium SHOULD be compared to the movie (or any other) medium. There's nothing wrong with pointing out what is possible, or which one facilitates certain functions more than another. I'm not so sure comparing a specific video game to a specific movie makes much sense, though.
Daxelman, it seems as though your content with keeping most games as craft, and would rather see developers put all their energy in making the most pretty and well-put-together games they can. I believe, however, after decades of making this their priority, they should attempt to redefine what it is to be a video game.
I'm legally required to comment on any blog that contains the words arrested and development in the title.